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Development update 2017-12-14
We want to make our game localizable to the greatest number of languages, but at the same time we are limited by a years old, very simple custom text renderer. In particular we must bundle all fonts with the game. This makes it impossible to support asian languages, since the required fonts are hundreds of MB. (For the more technically inclined and/or with gamedev localization experience: we could do font minimization to fit a given translation, but we are also allowing players to input arbitrary text in the names of officers. It would suck to remove this feature for the languages where it's not feasible to bundle a full font.) After some experimenting it's now possible to fallback to the OS font renderer when the game encounters a missing glyph in the font, in any context:
Since the OS has access to its installed fonts, and it's very likely an user wanting to use a translation will also have those OS fonts installed, it means we can support virtually any language, at least at the glyph level. Languages that require specific shaping and layouts will still look bad, but the situation is much improved in any case. This feature is currently inefficient with VRAM so more testing is required to see if it fits in most users setups.
Factories are already capable of directly sourcing ingredients from pallets adjacent to them, and now they are capable of directly depositing their products too:
This means officers won't have to deliver the product themselves, further speeding up manufacturing. This action doesn't lock the pallet so several factories can dump on the same pallet. And the factory will also consider the neighboring tiles for the worker, so the setup in the screenshot will work just fine.
A new room-wide mechanic has been introduced: noise levels.
Most objects will be silent, but some will produce some noise, indicated in their description. The noise level of a room will be the simple sum of those noise values. Some vital tasks will be affected by noise. They are, in order from most affected to least: sleeping, reading, eating and drinking (which is not inebriation, your bar can be noisy just fine). Sleep will be disturbed by any level of noise above 0, while eating will tolerate the noise of one kitchen so your initial hall can be simple. Interrupted tasks show up like this:
And they also add a negative feeling:
What's a management sim without charts?
"Finally" :)
[ 2017-12-14 21:28:15 CET ] [ Original post ]
Work has stated in 3.10. The main feature of this version will be new systems to make planet gameplay more interesting. The usual list of small features goes first tho, so here's what been brewing since the release of 3.9.
*EXPERIMENTAL* support for OS rendered glyphs
We want to make our game localizable to the greatest number of languages, but at the same time we are limited by a years old, very simple custom text renderer. In particular we must bundle all fonts with the game. This makes it impossible to support asian languages, since the required fonts are hundreds of MB. (For the more technically inclined and/or with gamedev localization experience: we could do font minimization to fit a given translation, but we are also allowing players to input arbitrary text in the names of officers. It would suck to remove this feature for the languages where it's not feasible to bundle a full font.) After some experimenting it's now possible to fallback to the OS font renderer when the game encounters a missing glyph in the font, in any context:
Since the OS has access to its installed fonts, and it's very likely an user wanting to use a translation will also have those OS fonts installed, it means we can support virtually any language, at least at the glyph level. Languages that require specific shaping and layouts will still look bad, but the situation is much improved in any case. This feature is currently inefficient with VRAM so more testing is required to see if it fits in most users setups.
Direct deposit of factory products on nearby pallets
Factories are already capable of directly sourcing ingredients from pallets adjacent to them, and now they are capable of directly depositing their products too:
This means officers won't have to deliver the product themselves, further speeding up manufacturing. This action doesn't lock the pallet so several factories can dump on the same pallet. And the factory will also consider the neighboring tiles for the worker, so the setup in the screenshot will work just fine.
Noise
A new room-wide mechanic has been introduced: noise levels.
Most objects will be silent, but some will produce some noise, indicated in their description. The noise level of a room will be the simple sum of those noise values. Some vital tasks will be affected by noise. They are, in order from most affected to least: sleeping, reading, eating and drinking (which is not inebriation, your bar can be noisy just fine). Sleep will be disturbed by any level of noise above 0, while eating will tolerate the noise of one kitchen so your initial hall can be simple. Interrupted tasks show up like this:
And they also add a negative feeling:
Stock charts
What's a management sim without charts?
Translucent docks on mouse hover
"Finally" :)
[ 2017-12-14 21:28:15 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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