As part of the final development weeks before we go public with our Early Access on Steam, I'm adding new user guidance oriented features to Galactology. Goals is a big one. There's not much time now remaining, so polishing and misc fixes are also steadily coming in.
- new gfx: pallet v3, recycler v3, storage area
Max keeps making new art for some V2 objects and to placeholder objects. Purely logistic objects now share a color scheme too.
- goals
a series of goals to give the user guidance
includes single page explanation
comes from Bernice or other advisors
has a ready? checker: displays it in the goals list
this allows to have locked, hidden goals to not overwhelm
has a done? checker: marks it as done and stops checking
problem: cannot use GUI timers, it must be active even when window is hidden
hook from game tick
throttle checking to not be too much with phasing plus a scheme vector for ids
there's a top-level reactive proxy for notifications
vis
a listing with selection
an area for the goal info
hook window to top toolbar button
add support for 0 to 1 progress
can replace done?
add support for reward
hardcoded to credits for now
add some counter hooks
production (total, by resource, by resource kind tag)
robots production (total, by model-name)
build object (plus some categorization)
needs model-name in V2 stuff for proper counting, keep in mind when doing goals
tiles built
resource collection on-planet (as opposed to cargo delivery)
recycling (plus some categorization, incl corpse)
clean
vital satisfaction
dances
docked ships (both visitors and officers)
camera detected
scanner detected
visitor received
repair
cargo unload
doctor treatment
served drinks by bartender
visited planet (by level, by category)
killed enemy (by civ)
reached rep level with X civ
job change
recruited
opened system
resource consumption (vitals, jobs, consumerism)
add some goals
cook/make drinks
build robot
build some important objects
Logistics basics: build one pallet, one storage area and a recycler
Security basics: one ceiling camera and one security door
Living basics: build 3 beds and a Hygienizer 3000
Factory basics: build a chemical workshop, a metal press and a medical workshop
Starter hospital: build a hospital bed, a meds dispenser and make at least 10 pills
Dance club: build a bar, 3 bar tables, and 2 dance floors
Decorations: build 10 decorations
generic small/med/big station goals (n objects plus n tiles)
build embassy
build recruitment center
build extractors
extract resource planet by tag (100 of each)
fill ship slots
recycle/r.corpses/clean
basic vitals satisfied
dancing
docked ships
visitors 3t
repair
cargo unload 3t
10 patients
42 drinks
land on planets 4t
killed enemies 3t
job change
recruitment
open star system
consumerism
- add info alert when a new goal is made ready
only when it is not a default ready one
- stacked alert display
- do not use pointy popup bg for alerts
- tutorial should point to goals
"If you are done with tutorials check the Goals in the top toolbar" in menu
- manual claim for completed rewards
- shine in gold the goals button when a goal is completed
- icons for goal titles
Tutorials can only go so far in teaching the game to users. They are time intensive to write, can break depending on the UI instrumentation, are at risk of being outdated (very important when the game is in EA), etc. For this reason an additional layer of interactive guidance is required, and Galactology now features Goals:
Goals are small objectives given to the player, that can also award some small reward once they are completed. The motivation of Goals is to make the user explore the UI and game systems on their own, after they have been introduced to them by the tutorials. Goals will have them clicking on every screen of the game and interacting with many of the tools. Some Goals are available from the first second of a new game, but some others are unlocked as the game advances.
Implementing Goals also required implementing a large number of event counters. These counters will also be used for achievements and statistics in the future. There's approximately 40 counters and 50 goals in the game right now, with more to come as new systems are implemented.
- add tooltip to all shell menu bar buttons
- fix corner cases for ships with all dead officers
a ship with 0 crew can only travel to home, no other path is possible
make sure autopilot respects that too
- add default 10m wait for new home orders
- job-warning-component to display stock failures and similar
lack of resources, waiting for worker, etc.
generic on job-sm, anybody can display them
display from inside existing panels (stock, factory), more relevant this way
- new icons for some tools
- fix planet tutorial
Another week, another batch of fixes, including non-obvious ones like what to do with a dead crew. Many more small fixes remain to be chased in the next four weeks.
[ 2016-06-13 21:40:23 CET ] [ Original post ]
- Galactology Linux [197.24 M]
- The Spatials: Galactology - Soundtrack
The Spatials are back on a new adventure!
The Spatials: Galactology is The Spatials reimagined as a deeper, more rewarding simulation game. With mod support and active pause, Galactology adds new items and structures to build, trade routes to exploit, planets with many new variables, sophisticated AI, civilizations that actually attack your station -- and unique gameplay systems behind every object and room.
Key Features
- Design a space station and watch your crew as they build it in real time
- More freedom for your designs: use any room with any objects, color the floor tiles as you wish
- Reinforce your space station with new buildings, management decisions, and staff
- Assemble robots to assist with station chores
- Explore a detailed simulation with many systems to play with -- including manufacturing, research, healthcare, disease, emotional breakdowns, combat, hunger, thirst, cleaning, decay, security, FIRE!, and more
- Handle complex logistics, requiring restocking and inventory control
- Earn in-game cash by growing your space station’s hospitality business
- Designate staff for your bar or your research lab
- Visitors and officers have a mind of their own. Make sure their needs are met!
- Build hospitals to care for the wounded and diseased
- Secure your station with cameras, scanners and turrets
- A randomly-generated galaxy with 100+ planets
- Build spaceships and explore the galaxy
- Explore the surface of planets and asteroids
- Engage in real-time combat to forge alliances and make new enemies
- Find natural resources, civilizations and ancient ruins
- Establish trade routes with your allies
- Develop and download gameplay mods from the Steam Workshop
- And more, much more is coming!
About Weird and Wry
Weird and Wry is a Barcelona game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Carlos (a programmer) and Max (an artist) share a love for simulation games and classic play -- which heavily influenced The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combined classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. The Spatials was released on Steam in March 2015 and took off! Thanks to its success and growing fan base, The Spatials spawned a sequel -- The Spatials: Galactology, which updates the original concept with deeper gameplay and a whole new take on the space station management business.- OS: Ubuntu 14.04 64 bit
- Processor: 1.3 Ghz or higher (64 bit only!)Memory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
- Storage: 300 MB available spaceAdditional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
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