This week, Ive been test-playing the latest internal dev-build. Zun has just completed his newest feature: outposts! Back in November, we came up with that idea and the reaction from players was overwhelmingly positive.
Ive now been able to try it out, and I don't want to exaggerate, but it truly is a lot of fun! This is what 0.7.0 should have been like. Its way more fun to build a path towards a mountaintop and start a local mine there, than to have to fly for multiple kilometres towards a colony that is unconnected in all dimensions.
The outposts share their tech tree and their stockpile with the main colony. This makes it a lot less cumbersome to restart. You dont have to start over from scratch, you dont have to use tedious UI to send over some beds and food and ammo, you can just continue with your resources from the main colony.
In all previous versions of Colony Survival, only the area within your green safe zone was useful and productive. You could ignore most of the world as irrelevant. It was merely scenery. But with the outpost-feature, you start to look at the world very differently. That flat stretch of land on the other side of the river could be a great farming outpost. The forest on the other side of your colony could become a source of logs, planks and firewood. Etcetera, etcetera.
Were going to enhance the world generation to take advantage of this new feature. What areas, what resources, can we add in the main temperate spawn biome, that will incentivize players to build all kinds of diverse outposts? Were still working that out.
Zun and Vobbert have not played the 0.9.0 dev build yet. Were getting very close to the moment where the dev build is sufficiently playable for a genuinely enjoyable long-term playthrough, without using cheats or commands to fix work-in-progress problems. I hope well get there next week or the week after that. That version will still have quite a lot of work-in-progress-UI that is not ready for release. We're trying to streamline gameplay first, and when that's all working as intended we can design the final UI.
Then Zun and Vobbert will playtest it, fully aware of all the things that are still unfinished, and theyll probably find some serious problems that need to be fixed ASAP. When thats done, we hope to open up the beta to the first batch of testers. There are still multiple features and changes that we want to implement before 0.9.0 can become the main public branch of CS, and development on that will happen simultaneously to the first beta tests. But its always good to get feedback from beta testers relatively early!
Bedankt voor het lezen :D
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[ 2022-01-28 12:45:12 CET ] [ Original post ]
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- 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
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- 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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