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While testing my colony in the 0.9.0 dev build, I noticed that I had a hard time producing bronze and iron. To construct the kilns and bloomeries needed to expand iron production, some bronze is needed. Instead of the bronze ending up in the new jobblocks, it was quickly converted into bronze tools, which were soon taken by colonists. I did want some bronze tools in my inventory, for science unlocks and as ingredients in certain crafting recipes, so I did not want to reduce my bronze tool production to 0. I wanted to tell my colonists not to use the bronze tools as tools.
But I couldnt. Zun and I had discussed this issue earlier, and we couldnt come to a satisfying conclusion. I was imagining an interface where you could adjust the tool-priorities of your workers, and where you could change these preferences per job category. For example, gunsmiths should take the best tool available, while berry farmers should only take bronze/iron tools if copper/stone tools are not available.
We had a hard time converting this idea into a proper UI that is actually intuitive to use. After renewed efforts we settled on a different idea. A simple interface that determines a global limit for all colonists. The limit determines the amount of tools, per type of tool, that colonists will leave untouched in your stockpile (except when they need them as ingredients in a crafting recipe). By default this is something like 3, while the default production limit is higher, resulting in a continuous flow of tool production and tool use. But if you want to save your bronze/iron/steel, you can adjust these limits and force colonists to use other tools.
Where to put this menu? We couldve put it into the colony menu, among a lot of other interfaces. But we found a solution: a tool distribution table. An actual in-game item that has to be placed in the world, and where colonists physically go to collect new tools. Walk up to it and click on it to activate its menu, and thats where you can adjust the tool limits. We think this is more immersive and fun than one big colony menu with dozens of different functions hidden behind all kinds of buttons and links.
Before this new item, colonists automatically received new tools. This made the entire process very opaque. When they go to the tool distribution table, youll actually see an icon of the tool theyre grabbing. This makes it a lot easier to see whats happening. Were planning to do the same with the grocery store, the table where colonists collect their meals. 0.8.0 just shows a generic icon, were planning to display the actual meal thats being grabbed there.
We decided to do the same with the statistics menu. We added a new in-game item, the Statistics Board, which can be placed in the world and can be clicked on to access the statistics UI. Its still accessible in the traditional way, but were considering removing that entirely. Decluttering the UI will probably help to make the game more accessible to newcomers. Wed love to have your opinion. Is it good to connect UI elements to physical in-game items wherever that makes sense, allowing you to build some kind of in-game HQ, or should the entire interface be collected and accessible in one abstract UI-space?
We made another change to make things more real and less UI-based. Colony Survival 0.1.0 released with quiver-items that needed to be placed in the world to recruit archers. With the addition of new guard types in 0.4.0, that was changed to abstract colored squares. Weve got plans to add new guard types, but didnt want a massive spreadsheet-menu, so weve converted that back to the old actual-item-gameplay. Heres the metal rack that crossbow guards use to store their bolts:
Weve heard some players ask for a more living world, instead of a mechanical colony of robot-slaves. It doesnt seem viable for us to develop super realistic human-like models with complex, unique animations for all their actions, nor are we able to add deep conversations with colonists, but we hope that a lot of relatively small changes like the ones above help to make the game feel more immersive.
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