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Development update 2017-07-31
Doors can now filter which entities they allow to pass through:
This is a very often requested feature, and it's finally here. Keep in mind the notes in the UI: enemies don't care about which sign is hanging on a door.
Selected entities will now display an overlay line over the map in case they are in the middle of a pathfind walk. Very useful to see where those pesky enemies are going or to figure out why your officers are ignoring certain route.
The game finally has proper multiselection:
Just drag with the left mouse button and a rectangle will appear, changing the selection live as you drag the rectangle corner. Multiselection is only enabled for officer entities. The idea is that there's rarely a need to issue mass orders to any other kind of entities, with the exception of robots. I will look into adding robots to multiselection later on. This is how the right column looks when using multiselection:
All buttons are live with item cooldowns too. The role grouping reflects the currently equipped item by the officer, not their spec. Actions still work as usual. If you issue a walk order with 30 officers selected, all 30 of them will make a formation around the position you click on. For target orders I'm still deciding what to do, and I will probably introduce 4 separate target actions for each role. For players who want to micromanage their units this will give combat a very RTS flavor, and I believe it's a better fit that my previous designs. Squads and the squad bar are no more, and combat mode is pending a redesign or a removal too.
In the same vein it's possible to make ad-hoc groups like in any RTS-like game. First make a group, then press Ctrl-1 to store the group. From that point on pressing 1 will select again the same group of entities. Keys 1 to 6 are available for this.
Could it be true?! This is just a prototype implementation for now, I'm gathering feedback about this in the forums in this thread: http://steamcommunity.com/app/450700/discussions/0/1471966894883588413/
[ 2017-07-31 22:00:27 CET ] [ Original post ]
With 3.7 wrapped up and bug-squashed it was time to start work on 3.8. In fact work started a bit earlier than the 3.7 launch, so there's plenty of interesting stuff to show by now. 3.8 has, for now, no major content theme. It's meant to be a version that adds a lot of small missing features and fixes some others. Our small and medium feature backlog has gotten quite long and it's better to finish it now than to continue adding major blocks of content, and to prototype and test some new ideas.
Filtering door system
Doors can now filter which entities they allow to pass through:
This is a very often requested feature, and it's finally here. Keep in mind the notes in the UI: enemies don't care about which sign is hanging on a door.
Path finding display
Selected entities will now display an overlay line over the map in case they are in the middle of a pathfind walk. Very useful to see where those pesky enemies are going or to figure out why your officers are ignoring certain route.
Multiselection with rectangular area
The game finally has proper multiselection:
Just drag with the left mouse button and a rectangle will appear, changing the selection live as you drag the rectangle corner. Multiselection is only enabled for officer entities. The idea is that there's rarely a need to issue mass orders to any other kind of entities, with the exception of robots. I will look into adding robots to multiselection later on. This is how the right column looks when using multiselection:
All buttons are live with item cooldowns too. The role grouping reflects the currently equipped item by the officer, not their spec. Actions still work as usual. If you issue a walk order with 30 officers selected, all 30 of them will make a formation around the position you click on. For target orders I'm still deciding what to do, and I will probably introduce 4 separate target actions for each role. For players who want to micromanage their units this will give combat a very RTS flavor, and I believe it's a better fit that my previous designs. Squads and the squad bar are no more, and combat mode is pending a redesign or a removal too.
RTS-like grouping
In the same vein it's possible to make ad-hoc groups like in any RTS-like game. First make a group, then press Ctrl-1 to store the group. From that point on pressing 1 will select again the same group of entities. Keys 1 to 6 are available for this.
One more thing...
Could it be true?! This is just a prototype implementation for now, I'm gathering feedback about this in the forums in this thread: http://steamcommunity.com/app/450700/discussions/0/1471966894883588413/
[ 2017-07-31 22:00:27 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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