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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Colony Survival 

 

Developer

 Pipliz 

 

Publisher

 Pipliz 

 

Tags

 Indie 

 Strategy 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2017-06-16 

 

Steam

 19,99€ 15,49£ 19,99$ / 0 % 

 

News

 252 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 324 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/366090 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 1424  

Average playtime (last 2 weeks)

 638 

Median playtime (forever)

 2201 

Median playtime (last 2 weeks)

 638 

Public Linux depots

 Linux 32-bit [97.57 M] 


 Linux 64-bit [96.17 M] 




LINUX STREAMERS (0)




Friday Blog 148 - The Client-Server Split



Colony Survival is always split in two. Theres the client: the part of the game that runs on your PC, which renders the game and the UI. Then there is the server. When you join a multiplayer game hosted by a friend, your friend runs the server. But even in singleplayer, theres always a CS-server running - just in the background on your own PC.

This means development for singleplayer and multiplayer is pretty much identical, which is very useful. But it also means that developing new features is quite a bit harder than it would be for a purely singleplayer game. Its a bit comparable to driving a car with two persons - one using the gas pedal and the brakes, the other one using the steering wheel. Its possible, but itll require quite a lot of communication and itll always be less efficient than just one driver.

Like the two drivers, the client doesnt automatically have all the information the server has. One of the limitations of the client was having knowledge of only one colony. The server only sent the information for the currently active colony. We wanted the statistics menu to display info for other owned colonies as well, so that had to be fixed. It took a couple of days, but its done! In the internal dev build, its now possible to switch to the statistics of your other colonies.

Now that the client has data from other colonies, its possible to improve other small problems as well. Previously, the safe zone of other owned colonies wasnt shown (because the client didnt know about them). Thats already fixed in the dev build. Another quick improvement would be to the trading menu. You can remotely start trading from distant colonies to your active one, but where the UI should display the remote colony's stockpile, it displays the active colony's stockpile. The problem was already on our bug tracker and should be easily solvable now.

Zun also added support for negative values in the statistics graph this week. Stockpile items cannot possibly be negative, so it wasnt useful there. But of course, happiness can drop into negative numbers. It resulted in some strange results with the logarithmic scale, but that was fixed as well.

We still want to add some extra data sets to the graph, like the percentage of the time that jobs are idling, and the happiness stats per happiness item. Then the menu still requires a bit of polish, but the update should be ready in 2-3 weeks!



Last week, I wrote about the arrival of my Valve Index VR headset. We asked whether you were interested in Colony Survival VR, and we got a lot of enthusiastic replies! I hadnt expected VR to be so widespread already. This week, I did some small tests trying to get VR to work in Colony Survival. To my surprise, it was relatively easy to get head tracking and hand representation in there!

GIF 1 / GIF 2

Gif 1 shows one of the first VR experiments, with broken shaders. Gif 2 shows proper textures for blocks, but broken textures for non-block objects. Its promising, but dont expect VR anytime soon. Converting all the controls and UI to have decent, consumer-friendly VR-support is a lot more work than just glitching some VR-headtracking into the game. Well first overhaul the regular old non-VR UI, and well probably do some content-updates afterwards. VR might come afterwards, depending on surveys.

Bedankt voor het lezen :D

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[ 2020-04-17 13:38:25 CET ] [ Original post ]