Survival Lab REC-5, by Littlesproatie
Happy New Year! The start of the week saw the release of 0.8.1. It seems not to have caused significant issues. There was a missing button, but that was fixed in a small patch. We hope the new Job Management Menu will be very useful for all of you!
This blog showcases screenshots from Littlesproatie's Survival Lab REC-5, a survival map with a unique story. It's available on the Workshop! It requires three mods to function, developed by NACH0, Adrenalynn, Kenovis and Boneidle. These are all linked on the Workshop page for the Survival Lab and can be installed easily. Thanks to the creators for building this world and the mods, and have fun building a colony in this futuristic world!
While working on some smaller bugs and fixes, we're thinking of our next big step. What feature should we add? We're discussing a bunch of related ideas. Some have been mentioned before, others not. We'd love to have your feedback. What ideas are you most excited for?
Support for Longer Crafting Times
Currently, 'colonist actions' like crafting and mining cannot take longer than ~15 seconds. This is to prevent colonists getting stuck at their workplace while night falls and monsters are approaching. But this also means no ore can take longer to mine and no item can take longer to craft. This is of course pretty silly and unrealistic, and it leads to workarounds like items having a bunch of costly requirements (lots of copper nails and iron rivets, for example). We hope to add a feature that makes it possible to "subdivide" item crafting: imagine a matchlock gun taking 10 cycles of 15 seconds to craft. When this has been added, we can immediately alter crafting recipes to make more sense and be less confusing. It also allows us to add new "Colony Points Upgrade Paths", reducing the crafting time of these items. Last but not least, it makes it more worthwhile to add industrial content, with complex machines that can radically speed up your crafting.
More ways to earn and spend Colony Points
Colony Points are still a new feature and could use some more flesh on their bones. We're thinking about for example different tiers of beds that produce a nightly boost to your point income, and the upgrades to crafting efficiency mentioned above.
Industrial Tech
A long held dream of us, we'd love to add a new era to the game, with more modern tech. Players should be able to process oil and generate electricity. Perhaps there'll even be nuclear energy and primitive computers. We're thinking about the best way to implement this: there should be some new mechanics that allow players to make their own designs, with various benefits for different configurations. Simultaneously, these mechanics shouldn't be too difficult too understand.
Real Logistics
Currently, there's a "magical stockpile" that immediately "transports" items from one crate to another. We could make it so that items have to be physically moved from place A to place B. This will force players to rethink the design of their colonies, and could allow for new features like 'delivery colonists', conveyor belts and 'item-elevators'. Perhaps the current content will still use the 'magical stockpile', with new industrial content requiring physical transport. We're still debating the best solution!
A Mission/Quest-System
We lack a decent, in-game tutorial. We'd love to add a system that introduces players to all features, step by step. This should start with small steps like "recruit 4 berry gatherers", and end with missions like "start a colony in the Far East". These missions could have rewards like Colony Points, or be required for specific unlocks. Although the drawback is that this makes the system very essential, and perhaps it should be optional, so more experienced players can disable it. Perhaps there are "repeating missions", like "produce 1000 meals", "survive 10 nights" or "defeat 500 monsters".
New Guards, new Monsters and Monster Waves
There are only a handful of guards and monster types in-game, at the moment. We'd love to add new ones. These could be tied to for example the industrial era. We're also thinking of having special monster waves, that have to be manually activated by the player. These monster waves should be extra difficult, and perhaps have their own special monster types and unique defense mechanics. They should give great rewards to those who manage to defeat them.
Parallel Worlds
Last but not least, but probably least likely of all features mentioned here, are parallel worlds. Imagine a special teleporter at the end of the industrial era, that consumes huge amounts of energy to teleport you to a different world. These other worlds could have wildly different terrain generation, atmospheres or challenges. Your primary colony is required to produce the prerequisites to survive in or support the other worlds. Start a colony on Mars, a radioactive hellhole or a floating paradise! All of the features mentioned above are rough ideas, not specific plans for 2021. Let us know which one are your favorites and why! If you want to improve an idea, or if you think you've got a better plan, let us know! We read all comments under the blogs, and if you want an active discussion, Discord is the best place. We're online there a lot of the time. Gelukkig Nieuwjaar :) Reddit // Twitter // YouTube // Website // Discord
[ 2021-01-01 19:09:29 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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