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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


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 330 - Controller Support and Better Building



In the past month, Zun has put a lot of effort into adding proper controller support to Colony Survival. For a longer time, it has been possible to access basic gameplay functionality with the Steam Controller or the Steam Deck, but it wasnt up to standard. And playing the game with a regular Xbox/Playstation/Switch controller was pretty much impossible.

So weve been working to improve that situation. Rebinding jumping from space to A on your controller, or moving around from WASD to a thumbstick, is not that complicated. What is complicated, is replacing the mouse in the UI.

With a mouse, you just move the cursor to whatever place you need it to be and click to select it in one step. With a controller, youve got one button selected, and then you move that selection to another button right next to it. If theres 10 buttons between the selected button and the intended button, youll need to repeat that 10 times.


Connections between buttons in the UI editor

Our interface wasnt designed with that in mind. In some places, you have to move through dozens of other buttons to get where you want to be. For example, moving your selection through all of your savegames to get to the play button. Thats not very practical.

In some cases, Zun improved this situation by refactoring the layout of the UI into a more controller-friendly design. In other cases, this situation can be improved by adding button shortcuts. Instead of having to press the Play button in the UI, it could be enough to select a savegame and press for example X on the controller.



Well have to make those shortcuts visible in the UI, otherwise people dont know they exist. That means we need support to display all the buttons on most controllers. And the ability to rebind all these buttons in the controls settings menu. By default, Unity doesnt properly support that, but weve found a very useful asset that has helped us integrate all of that.

Good controller support is now roughly 70% finished and will be publicly released in the next update.

Better Building

One of the unexpected results of the survey was a majority preference for us to focus on better building instead of better combat. So Ive done a lot of investigating and experimenting to see how we could integrate that into the game.

Weve looked at building from a bunch of angles. Better automated construction workers. Blueprints that allow you to copy and paste designs. New requirements for bed and jobs, to prevent massive caves filled with endless rows of beds and jobblocks, devoid of all light and privacy.

Finding the perfect solution has been difficult though. Take those extra requirements for beds and jobs. If theyre simple, players will find them easy to minmax, and the new solution will be a repetitive chore as well. If theyre very complex, it becomes a completely different game with much more complicated colonists. Let us know if youre interested in that!

Were converging at a different solution: allowing players to build more beautiful colonies. How do we make that possible? How do we encourage that? I have to admit, this is not one of my strengths. I find it hard to build truly beautiful things, both in Colony Survival and in other games.

These are complex questions. It involves the very nature of beauty, in a way that transcends current fashion and localised preferences, and asks us to translate that to the constraints of our voxel game.


Wernigerode, Germany

Beauty in architecture is a subject Ive long been interested in. Scott Alexander wrote a fascinating article about it that raises difficult questions. Last year, before the survey, I had already starting delving into the works of Christopher Alexander (not related to Scott), which strives to provide an answer to those questions.

Christopher Alexander writes a lot about dealing with constraints. Buildings face a lot of them. Take for example a home. It has to provide a place to cook, a place to sleep, a place to face the public world and meet strangers, a more intimate place to relax, a proper transition to the garden. It has to let in light without losing too much warmth. It has to deal with rain, with snow, with gravity.

Dealing with all these challenges properly in a consistent style while using natural materials seems to result in rather cosy places that humans like. But our colonists are very simple. You dont have to deal with rainwater, rotting wood, or gravity. Which results in the endless factory-caves being optimal.

So there doesnt seem to be a perfect solution that automatically helps players build the beautiful towns of the past. But were working on the next best solution: give players more tools to achieve a semblance of that look, if they choose to do so.

Currently, players can pretty much only use 1x1x1 cubes. Build a wall of them and each block is identical to the next one. We want to add more detailed meshes that are more interactive. Think of pillars which automatically add a decorative top and bottom. Think of fences which connect to each other. Think of doors and window frames.


An experiment with pillars

These automatic connections between meshes are perhaps a good stepping stone towards more complicated mechanics and infrastructure in future updates: think of pipelines and electric grids.

To prevent red stone pillar / green stone pillar / blue wooden pillar / white wooden pillar from cluttering your stockpile, were considering a paint feature. Equip the red-paint-item to paint pillars/doors/fences red, and certain blocks as well.

Let us know how you feel about this! Which detailed decorations would you like to have? What features do you need to make more beautiful colonies? How would you feel about more complex colonists with more realistic needs - perhaps in a totally separate mode?

Bedankt voor het lezen :D

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[ 2023-04-14 14:21:15 CET ] [ Original post ]