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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 186 - Should We Implement Realistic Logistics, And How?



Participate in the survey here!

This week, we've been doing a lot of thinking about the plans proposed in last week's Friday Blog. We received a lot of positive replies, and we've gotten more confident in implementing them.

But simultaneously, we've noticed how some of these features are fundamentally linked to other major changes in the game. This would mean that Colony Survival could become a significantly different game than it currently is. Instead of adding new features while not changing the core, these plans could mean that fundamental systems will be radically overhauled.

One of the most significant changes we're considering, is an overhaul to the stockpile and logistics. Currently, the stockpile operates like a 'cloud server'. Miners deep underground 'upload' their items using a nearby crate. Smelters above ground don't have to descend into the mines to gather their ores: they can just 'download' the ores using any random crate.

While this system is easy to operate and pretty intuitive, it also deprives players of a large amount of interesting challenges. Jobs can be placed without much consideration in tall, ugly skyscrapers with no impact on efficiency.

So many interesting things in real life are related to the problem of getting items and people from A to B. Ships, trains, harbors, bridges, tunnels, highways, cars, conveyor belts, elevators. The entire concept of cities is intrinsically linked to the necessity to be physically close to important places.

The magic stockpile in Colony Survival deprives players of all of these things. There is no necessity to consider the location of your industries. There is no benefit to building realistic supply chains, like placing your smelters next to your miners. Trading between colonies is purely UI-work, and it doesnt matter whether there is a huge distance between the colonies or that theyre in sight of each other.

Demanding that items are physically transported from one place to another changes all of this. The location of your jobs will have a large impact on the efficiency of your colony. Suddenly, features like (upgradeable) delivery men, trains, conveyor belts and elevators become useful. This gives us a lot of opportunities for the development of interesting new features.



But its not all sunshine and rainbows. It will make the game more complex, and the start of the game becomes more difficult for new players. The update will probably be incompatible with older worlds, or at least itll radically change their efficiency. (Older branches of the game are available for download via Steam, meaning its always possible to replay old worlds and old versions with a low amount of effort) Colony Survival will become a different game, and some older players will be disappointed. Is this worth it? Should we implement these big changes in Colony Survival, or should we leave the core gameplay intact and reserve these ideas for a potential sequel?

Another big change is linked to realistic logistics. When transportation of items becomes more important and challenging, it makes sense to open up a bigger part of the world, to allow the logistics to play out over a larger area. Currently, players are constrained to a relatively small safe zone in a huge open world. Weve been thinking about ways to allow players to make use of a much larger part of the world, without worrying about safe zones and monsters. Imagine a feature that allows players to build a large monster-portal. When its activated, monsters wont spawn in the wild anymore - theyll only spawn at the portal and travel to your banner from there. Youll still need to defeat the same amount of monsters, but youre free to use a much larger part of the world without caring about safe zones, walls and stationing guards everywhere.

This could allow us to spread different resources around the world more. Currently, all main ores are available everywhere. But imagine having to mine gold and iron at different places, and growing wheat in a third place, and making sure there is proper transportation between all these places - with paths and bridges for travelling colonists, inns along the way to provide a sleeping place, and perhaps automated ships and harbors, perhaps trains!

Were very excited about this idea, but simultaneously realize what a big change to standard Colony Survival this would be. Without the magic stockpile and monsters everywhere, it becomes a different game. Is this a game youre all looking forward to? Do you want this change in this Colony Survival or is it more appropriate for a sequel?

Wed love to have your feedback. As always, we read the comments and our Discord is open for discussion, but wed also love to have your feedback on
Bedankt voor het lezen!

Reddit // Twitter // YouTube // Website // Discord


[ 2021-01-08 20:32:10 CET ] [ Original post ]