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Development update 2016-08-10
When officers hit rock bottom and cannot take it anymore, they don't handle it well. One possible debuff was already in game, making them turn their weapons on their own friends, but it was too destructive, so its chance of happening is low. A less destructive one was needed, so there's now a debuff with random low damage melee attacks with a funny walk included: It will also be useful for other future effects, like drunks.
Max has reviewed all V2 decorations and has adapted them for V3. Some decorations that were too specific or that didn't play well with V3 concepts have been removed, and some others have been redrawn to better match V3.
It's now possible to set your factories to be controlled from a global queue. Once you do this, they will receive production orders from the inventory system. In the inventory window you can now set a minimal amount for produced resources. If you have set the appropriate factories to global production, they will start receiving production orders for those items until the minimal amount is reached.
It's now possible to (optionally) input a priority value for a job for an officer. This allows for very fine tuning of labor in your stations. You can also see in the screenshots the start of work on job experience. The cell background in the table will be more intense the more the officer is experienced in that job.
This is a group of tasks meant to flesh out officer classes, job experience and officer demands. It will be based on a rookie class plus five higher experience classes. And top it off, we will introduce expert classes as a last experience step for classes. So for example you could recruit a rookie that has some experience with cooking and assign him to cook rations. Gaining experience with each ration made, at some point you will be able to turn him into a Scientist, the generic class that includes cooking as a specialized profession. Keep him in the kitchen and he will be able to become a chef at some point. Experience gains will be automatic but the choice to evolve your officers into classes and specialists will be yours.
[ 2016-08-10 21:38:13 CET ] [ Original post ]
After publishing version 3.1 plus a hotfix, it was time to go back to our backlog and triage the major feature for the September build, and, as always, to keep implementing minor features.
Freaking out debuff
When officers hit rock bottom and cannot take it anymore, they don't handle it well. One possible debuff was already in game, making them turn their weapons on their own friends, but it was too destructive, so its chance of happening is low. A less destructive one was needed, so there's now a debuff with random low damage melee attacks with a funny walk included: It will also be useful for other future effects, like drunks.
Decorations revamp
Max has reviewed all V2 decorations and has adapted them for V3. Some decorations that were too specific or that didn't play well with V3 concepts have been removed, and some others have been redrawn to better match V3.
Global production control based on stock keeping
It's now possible to set your factories to be controlled from a global queue. Once you do this, they will receive production orders from the inventory system. In the inventory window you can now set a minimal amount for produced resources. If you have set the appropriate factories to global production, they will start receiving production orders for those items until the minimal amount is reached.
Per-job per-officer job priorities
It's now possible to (optionally) input a priority value for a job for an officer. This allows for very fine tuning of labor in your stations. You can also see in the screenshots the start of work on job experience. The cell background in the table will be more intense the more the officer is experienced in that job.
Major feature for September: officer classes, job experience and progression
This is a group of tasks meant to flesh out officer classes, job experience and officer demands. It will be based on a rookie class plus five higher experience classes. And top it off, we will introduce expert classes as a last experience step for classes. So for example you could recruit a rookie that has some experience with cooking and assign him to cook rations. Gaining experience with each ration made, at some point you will be able to turn him into a Scientist, the generic class that includes cooking as a specialized profession. Keep him in the kitchen and he will be able to become a chef at some point. Experience gains will be automatic but the choice to evolve your officers into classes and specialists will be yours.
[ 2016-08-10 21:38:13 CET ] [ Original post ]
The Spatials: Galactology
Weird and Wry
Developer
Weird and Wry
Publisher
2018-04-18
Release
Game News Posts:
69
🎹🖱️Keyboard + Mouse
Mixed
(231 reviews)
The Game includes VR Support
Public Linux Depots:
- Galactology Linux [197.24 M]
Available DLCs:
- 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.MINIMAL SETUP
- 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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