In last Friday's blog we describe the biggest problem we've encountered. It can be hard to get 'into the flow' of the game, and it ends pretty abruptly when you've unlocked most of the tech tree.
We've done a lot of thinking and discussing. We're thinking of replacing the current science system with a lot of "counters". For example:
Gather 100 berries - Unlock bread production
Gather 50 copper ore - Unlock bronze anvil
Kill 100 monsters - Unlock archers
Reach 100 colonists - Unlock banner range increase I
Fire 5000 bronze arrows - Unlock crossbow bolts
Reach 500 colonists - Unlock banner range increase III
Produce 3 gliders - Unlock colony starter kit
Consume 100 tea - Unlock health upgrade IV
We needed the science system to add diversity and complexity to the game nearly two years ago, but all of the new items, features and jobs in 0.7.0 make running a colony complex enough without the necessity to produce hundreds of science bags.
We feel the new "counter-system" has many benefits over the old science system:
[olist]
The old system indirectly encouraged colony growth, the new system directly counts, displays and rewards colony growth
The old system consumed resources, which could disrupt the balance of your colony. The new system merely counts them. We feel this is more realistic. In real life, we got better at making spears and arrows because we made a lot of them and used them for hunting and warfare, not because we sent some to a scientist where they just disappeared.
The requirements of the old system changed haphazardly from one research to the next, the new system will have more requirements that grow along with the colony in a more stable and predictable way, like "reach X colonists", "kill X monsters".[/olist]
The new system also has drawbacks:
[olist]
The old system had specific in-game colonists (scientist, technologist) with their own job blocks, the new system will probably be a more abstract interface element
The old system was more active [select research, gather items, do science] while the new system is more passive [watch counter, click "complete" when done]
The old system had specific ingredient requirements matching the ingredients required to craft the unlocked item, the new system will have less specific requirements
It will probably delay the definitive release of 0.7.0 by ~two weeks[/olist]
We believe the new "counter-system" to be a significant improvement, that will both make the game more intuitive for new players, and provide longer lasting rewards and entertainment for large colonies. It also makes the core gameplay of 0.7.0 feel different from earlier versions.
But before implementing such a drastic change, we'd love to have your feedback! Here's a form where you can leave your opinion about the proposed changes. And while we're busy, we'd love to ask you some other questions about the future of Colony Survival!
Bedankt voor het lezen :)
Reddit // Twitter // YouTube // Website // Discord [ 2019-06-11 10:43:09 CET ][ Original post ]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
Multiplayer support: play with friends and strangers!
Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
Support for textures and language packs created by players
Dynamic lighting and eye adaptation
Voice your suggestions and be part of the development of Colony Survival!