This week, progress on the interface has continued. Were currently not working on any revolutionary new stuff that totally changes how the game works, but were adding a lot of polish and small little tweaks that fix common demands. One example is the converter that can make singleplayer worlds suitable for multiplayer and vice versa. Another example weve been looking at this week is making the UI properly suitable for 4K monitors.
Below is an image that contrasts the old 0.7.3 Colony Menu (first half) with the planned 0.7.4 Colony Menu (unexpectedly, the second half). In our current internal dev build, it does look close to that and the functionality is there! Many other UI elements have been overhauled in a similar way.
Revolutionary New Stuff That Totally Changes How The Game Works
In previous blogs, weve been discussing our ideas and plans to overhaul some core elements of the current gameplay. Decoupling the size of the monster threat and the amount of required happiness items from the amount of colonists still sounds like a good idea to us, but as many of you have warned us, the change has to be implemented very carefully. It could easily backfire. Were still fine-tuning our plans! In last weeks comments, we got multiple replies that suggested an interesting idea. They wanted to build wider. Instead of multiple small colonies, or a very tall one, a bigger colony with more land area. This requires a larger safe zone. There even was some suggestion that this was the case in the past. Although the way monsters spawn has changed a bit, it shouldnt be forcing players to build a more constrained colony? Anyway, we like the idea of larger safe zones, allowing players to build larger colonies that still look good (meaning they dont rely on gigantic farm towers). But this also requires better, more efficient pathfinding, as it quickly gets very expensive when you increase the search radius. Potentially, we could limit colonists to not even search the whole colony for a bed - if a bed isnt in a decent range of their corner of the (large) colony, theyll start complaining. It could also require a different way of fighting monsters, if the distance from the banner to the unsafe zone gets too large. Perhaps youll need to place monster-banners at the edges of your colony, perhaps youll have to build a monster-portal and a containment facility in the middle of your colony to unlock a much larger safe zone. There are lots of discussions about the future of the game happening these weeks! And we do listen to your input, so please keep sharing it :) Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord
[ 2020-07-10 13:59:09 CET ] [ Original post ]
- Linux 32-bit [97.57 M]
- Linux 64-bit [96.17 M]
- 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!
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
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