Monday morning, Zuns PC broke. It seemed that the motherboard was malfunctioning. It was a relatively old one, and buying a decent new one also involved buying a new CPU and RAM. And while he was overhauling the thing anyway, he also decided to purchase upgrades like a new case. All the parts shouldve been delivered on Tuesday, but one part suddenly went out of stock and thus the entire order was delivered Thursday afternoon. One benefit: Zuns PC is a lot faster now :)
So theres not much to talk about in regards to in-game changes, but we think theres still plenty of relevant stuff to say. This week, we were having some pretty extensive internal discussions about suggestions. A common question that popped up again in #general is where is the suggestions channel. We dont have one!
A channel for suggestions implies that its for suggestions only. But lists of isolated suggestions, especially for broad features like NPC colonies and war, arent very useful. What we need is more detailed information. How exactly would you implement it? Which new UI elements are needed? How much development time is it worth? What percentage of the community likes it, and how much do they like it? Would it make older savegames incompatible?
Thats why wed generally like people to share their suggestions in #general. It invites discussion with the rest of the community, and thats very useful to flesh out suggestions.
That doesnt mean the current system is perfect though. We've got a bunch of goals that are hard to optimize for all at the same time:
- Individuals should be able to share their suggestions with us, the devs
- The community should be able to see suggestions made by others from the community
- The community should be able to see the plans we the devs are working on, and the things were planning to add later on
- All these plans and suggestions should have detailed explanations with pros and cons, without turning it into a TL;DR
- Players should be able to easily leave feedback; comments would be good, but quick like/dislike feedback is useful as well
- The list of plans and suggestions should be sortable / auto-sort based on feedback like that
Theres one very frequent suggestion wed like to discuss in this blog, and its NPC colonies. Weve thought about it a lot, and its a very complex topic. Id like to start with linking back to Friday Blog 74 - Edge Cases. At the end, I quoted Von Clausewitz, and that neatly summarizes the blog in two lines: Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War.. Years ago, NPC colonies seemed very intuitive to me as well. Weve got AI farmers, AI guards, AI miners and AI crafters. How hard could it be to spawn some buildings randomly in the world, and populate them with these AI colonists? You could even develop multiple stages of each colony, and make new buildings and colonists appear when things go well - and the opposite as well. But having them merely as scenery that you cant interact with is pretty boring. It should be connected to the main gameplay: you should be able to overwhelm their defenses with an army of your own, to break through their walls and plunder their stockpiles. But implementing that is going to be very hard. It makes me fantasize about real life medieval sieges with trebuchets and armies scaling the walls, but its not going to look like that. Players have the ability to very quickly build walls and dig tunnels. And without gravity, structural integrity concerns and supply line considerations to limit their effectiveness, efficient assaults are going to look nothing like real life, because the world of Colony Survival is too far removed from real life. So apart from adding the core features of NPC colonies existing, were also going to have to do a lot of work to add new features to make interacting with them fun and engaging. True warfare would be very difficult, but weve also thought of having NPC colonies with just some more abstract trading/diplomacy features. But that would turn the actual colony itself primarily into a fancy (and expensive in terms of development time) backdrop for a trading/diplomacy interface. And if theres one thing weve decided on, due to experiences with 0.7.0, and World of Warcraft, and VR, is that we dont want to invest heavily into UI features anymore. Yes, UI is necessary, and the UI that we have should be streamlined and intuitive and as beautiful as we can manage. Were working on that right now. But the best gameplay has you acting in the real (in-game) world, creating similarly real consequences. Construct a building with your own hands, go to the physical place where you want a worker to be, place a job block, and watch a colonist actually move to that location in your own 3D world. Such actions are the core of what makes Colony Survival fun to play. We want to add features that augment and improve that, not add mostly separate stuff that in practice consists out of 90% clicking through UI menus. So although we can imagine awesome sieges against NPC colonies (we love Total War games, especially the older ones!), implementing that properly is nearly impossible and very, very difficult. Itll take years and wed still have a sizable chance of not succeeding as well as wed like. Instead of taking that risk for a non-core feature, wed rather improve the current gameplay to its maximum potential, in smaller steps. We hope that makes sense! Wed love to have your opinion. Is there any other common suggestion that you would like to hear our detailed opinion about? Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord
[ 2020-07-31 13:10:14 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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