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Friday Blog 205 - Roadmap For 0.9.0
Our current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools. Jobs have a Tool Usage Percentage (TUP) that determines how important tools are for them. Jobs like blacksmiths are more reliant on tools than berry gatherers. The productivity of jobs with a high TUP are more affected by different tool types. It takes longer for a tool to break at low TUP jobs.
In all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this punishment from colony growth. Monsters are now coupled to major milestones in the tech tree.
We had little room to vary crafting times in previous builds. Crafting times varied per job, not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. Weve been using this to fix workaround recipes, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
In the past, players needed to recruit an actual scientist who worked cycles to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didnt happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isnt fun gameplay. In our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
From the beginning, weve had coins, but these coins were items like all others. They had to be crafted at a job, and the merchant job worked like any other job, while using coins as ingredients. In our current dev build, this has changed significantly. The Colony Points from 0.8.0 are now Colony Currency. Instead of automatically distributing luxury goods to colonists for points, they now have to be sold at the trader. The trader has its own unique interface, where things can be sold and purchased instantly, in large quantities if so desired.
To make the best use of all of these new features, were seriously refactoring the content of the game. Colonies grow bigger, quicker and weve added more jobs and items to make earlier ages feel worthwhile. This includes items like the tools and leather.
We havent moved past the Bronze Age, so things like iron smelting, crossbows and muskets are not in the game yet. Wed rather not release 0.9.0 while having removed such significant content. Were planning to add more ages, which will include a lot of the content from previous versions.
Most of the Stone Age to Bronze Age content has icons, but the models for new job blocks have not been made yet. Content in coming ages lacks both icons and models.
Were planning to add new guards and monsters. Not merely variations on current features, but new mechanics like area of effect damage and ranged monsters as well. Were still debating if and how we should implement armored guards. Were also considering adding new 3D models for the colonists, guards and monsters.
New features like the traders and the tools have a rudimentary UI so we can test them, but not yet a decent UI that is ready for release. Of course, we want to change that.
With monsters not being linked to colonists anymore, a successful monster attack that wipes out half of your colony doesnt proportionally diminish monster attacks in the next night. Were planning a mode that costs a lot of Colony Currency and that removes your ability to unlock new tech which allows you to rebuild your colony while monster attacks are seriously diminished.
Update 0.9.0 is the largest overhaul in years, and completely restructures a lot of content. Weve already refactored savegame structure for this update. Old worlds will not be compatible with 0.9.0. Disclaimer: We use the Steam Beta Branches to make major previous versions available, allowing you to replay older worlds! Nothing is lost. There are things we cant improve, fix or refactor without breaking savegames, but of course, we want to do that as rarely as possible. Now that weve made this choice, we want to combine this with other world-breaking changes, like new terrain generation. ---------- These are the main features we have implemented or are planning to implement for 0.9.0. Therell probably be some minor changes, and we always encounter small unexpected issues, but the main structure of 0.9.0 is clear to us. We hope its clear for all of you as well now! Wed love to hear your opinion. If you want to hear what happened to earlier plans unmentioned now (like logistics), or what our other plans are post 0.9.0, or our opinion on specific proposals - let us know in the comments or on Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord
[ 2021-10-01 15:11:10 CET ] [ Original post ]
After last week's blog, we received some PMs with some feedback. It was becoming quite confusing to follow what plans we're actually working on and what exactly is going to be in 0.9.0 and what not. Those same PMs were also curious about our plans after 0.9.0. If theres broader interest, well discuss that in next weeks blog. But in this blog: our plans for 0.9.0!
Disclaimer: to a degree, the development of CS remains a flexible process. While testplaying, unexpected issues pop up, and wed rather fix that than release a problematic version earlier.
Implemented: Tools
Our current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools. Jobs have a Tool Usage Percentage (TUP) that determines how important tools are for them. Jobs like blacksmiths are more reliant on tools than berry gatherers. The productivity of jobs with a high TUP are more affected by different tool types. It takes longer for a tool to break at low TUP jobs.
Implemented: Monsters linked to Science
In all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this punishment from colony growth. Monsters are now coupled to major milestones in the tech tree.
Implemented: Better Crafting Times
We had little room to vary crafting times in previous builds. Crafting times varied per job, not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. Weve been using this to fix workaround recipes, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
Implemented: UI Science
In the past, players needed to recruit an actual scientist who worked cycles to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didnt happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isnt fun gameplay. In our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
Implemented: Real Currency and Real Traders
From the beginning, weve had coins, but these coins were items like all others. They had to be crafted at a job, and the merchant job worked like any other job, while using coins as ingredients. In our current dev build, this has changed significantly. The Colony Points from 0.8.0 are now Colony Currency. Instead of automatically distributing luxury goods to colonists for points, they now have to be sold at the trader. The trader has its own unique interface, where things can be sold and purchased instantly, in large quantities if so desired.
Implemented: Stone Age to Bronze Age Content
To make the best use of all of these new features, were seriously refactoring the content of the game. Colonies grow bigger, quicker and weve added more jobs and items to make earlier ages feel worthwhile. This includes items like the tools and leather.
Not Yet Implemented: Iron Age to Gunpowder/Machine Age Content
We havent moved past the Bronze Age, so things like iron smelting, crossbows and muskets are not in the game yet. Wed rather not release 0.9.0 while having removed such significant content. Were planning to add more ages, which will include a lot of the content from previous versions.
Not Yet Implemented: Models and Icons for all Content
Most of the Stone Age to Bronze Age content has icons, but the models for new job blocks have not been made yet. Content in coming ages lacks both icons and models.
Not Yet Implemented: New Guards and Monsters
Were planning to add new guards and monsters. Not merely variations on current features, but new mechanics like area of effect damage and ranged monsters as well. Were still debating if and how we should implement armored guards. Were also considering adding new 3D models for the colonists, guards and monsters.
Not Yet Implemented: UI Overhaul
New features like the traders and the tools have a rudimentary UI so we can test them, but not yet a decent UI that is ready for release. Of course, we want to change that.
Not Yet Implemented: Colony Recover Mode
With monsters not being linked to colonists anymore, a successful monster attack that wipes out half of your colony doesnt proportionally diminish monster attacks in the next night. Were planning a mode that costs a lot of Colony Currency and that removes your ability to unlock new tech which allows you to rebuild your colony while monster attacks are seriously diminished.
Not Yet Implemented: New Terrain Generation, and other Fundamental Changes that Require New Worlds
Update 0.9.0 is the largest overhaul in years, and completely restructures a lot of content. Weve already refactored savegame structure for this update. Old worlds will not be compatible with 0.9.0. Disclaimer: We use the Steam Beta Branches to make major previous versions available, allowing you to replay older worlds! Nothing is lost. There are things we cant improve, fix or refactor without breaking savegames, but of course, we want to do that as rarely as possible. Now that weve made this choice, we want to combine this with other world-breaking changes, like new terrain generation. ---------- These are the main features we have implemented or are planning to implement for 0.9.0. Therell probably be some minor changes, and we always encounter small unexpected issues, but the main structure of 0.9.0 is clear to us. We hope its clear for all of you as well now! Wed love to hear your opinion. If you want to hear what happened to earlier plans unmentioned now (like logistics), or what our other plans are post 0.9.0, or our opinion on specific proposals - let us know in the comments or on Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord
[ 2021-10-01 15:11:10 CET ] [ Original post ]
Colony Survival
Pipliz
Developer
Pipliz
Publisher
2017-06-16
Release
Game News Posts:
259
🎹🖱️Keyboard + Mouse
Very Positive
(7274 reviews)
The Game includes VR Support
Public Linux Depots:
- Linux 32-bit [97.57 M]
- Linux 64-bit [96.17 M]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
- 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!
MINIMAL SETUP
- 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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