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Last week, we asked you what it was like to play 0.8.0. We got a massive number of responses and they're all very useful. Thanks a lot! Of course, feedback is always welcome, so feel free to respond with a description of your experience in the comments of this blog as well.
The Jingle Jam ended this week. It was a massive success. The event raised nearly three million dollars for charity! We're glad we were part of the bundle.
We've continued work on the job management menu. It now has sliders that allow you to easily and remotely disable specific job types! For example, if you've got 8 flax farmers and need only 4, you can quickly disable half of them. Here's what it looks like in our internal dev build:
We've also been thinking about the next updates. Last week, we talked about "monster waves", special assaults that can be manually triggered by the player. Lots of you responded enthusiastically, which was great to see! But.... we're considering to prioritize something else first.
Replacing the Happiness System with Colony Points made the game more intuitive and less complex, but for some, it has made the game too straightforward and simple. Lots of job blocks are simple cubes without any requirements, that can just be placed anywhere.
We're thinking of adding more complexity here. Since 0.7.0 some jobs require access to water, like the fisherman and the water gatherer . This has often motivated me to dig some kind of "sewer" / canal to my colony. Jobs like that are more interesting and satisfying than "default job blocks".
When we released Colony Survival, all jobs were very primitive and the game could have taken place in the Viking era, around 800AD. Later, we moved "forward in time", adding later inventions like the crossbow, the musket and the printing press. This changes the "game era" at the end to roughly 1500AD. We've mentioned it before, even a long time ago, but we're still interested in moving the "end date" of the game to a more recent era, somewhere in between 1800 and 1950.
This could coincide nicely with more complex game mechanics. Imagine blocks that need to be connected to an electricity grid, or to pipelines with water, steam or oil. Hopefully, we can turn these new machines into "multi-block job-blocks" - they should be more complex than simple 1x1x1 cubes.
To make these new machines useful, we want to make it so that items can have longer crafting times. Currently, every item has a maximum crafting time of 15 seconds. Otherwise, workers can get "stuck" at their jobs too long around sunset, causing them to be attacked by monsters. We hope we can solve this problem by allowing workers to "store their progress". Imagine a musket that takes 300 seconds to craft, but a worker can "drop" it any time with their crafting progress saved at for example 15% (or 37%, if they manage to get that far).
There's a serious chance that one of the next updates introduces the "longer crafting times" system, combined with a big overhaul of lots of jobs, items and recipes. Currently, the game contains lots of "workarounds" to make some items take more crafting time than others. For example, silk requires a lot of silkthreads. If we can just make silk itself take longer to craft, intermediate steps like silkthreads could be removed from the game.
When that's done, we can work on more complex production mechanics that allow players to build industrial machines to craft complex items more quickly. Of course, we're not merely going to lengthen the crafting times of current items - we want to add a lot of new ones! And when some items take longer to craft, it's also worthwhile to add a Colony-Points-upgrade for the production speed of different types of jobs.
The monster waves ideas has not been discarded, but perhaps it's more suitable for development after the new production mechanics. The industrial era allows us to add new weapons, and the longer crafting times are also useful for special ammo.
We'd love to know how you feel about this, so feel free to respond here on our Discord!
Bedankt voor het lezen :)
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