What to expect in Farlanders comparing to Prologue
Writing a story for the Prologue was one of my first-ever writing attempts. With that said, its not perfect and I cant say that Im fully satisfied with the result. However, I learned a lot from the experience. The main thing is that there should be less text and dialogues. After all, Farlanders is less about narrative and more about the strategy of building colonies. The purpose of any story, or narrative is to give you space for a fantasy to imagine something beyond a group of 3232 pixel sprites . And, if done properly, it could be better achieved with illustration and cutscenes rather than with text. In the main game, the campaign will consist of multiple scenarios. You will have the continuation of a story with Nicole, scenarios with brand new characters, and even a secret scenario with another character from the Prologue.
To add more depth to the game, I want to make it possible to build a successful colony in different ways. For example, if you have a lot of open space and water focus on growing crops, and then purchase resources that you are missing. For this to work, we need a trading system. And to make specialization even more clear Im adding a technology tree. Through this tree, you can unlock new buildings and upgrades. For example, if your current focus is to make your people happy, you can research public spaces or unlock an upgrade for a factory, which reduces the factory noise.
One thing that was unclear to me for some time was how to create a monetary income (for mechanics like trade to work). Because any Martian colony, at least in the early stage, is unprofitable. I found a solution in another mechanic that I was considering for a while making Mars green! To justify an expensive and difficult process of growing plants on Mars, you will receive a monetary subsidy from the government, which will make your colonys main income.
It is important to be able to enjoy your creations in any building game, which is why we are working on visual improvements. There will be multiple visual versions of most of the buildings (not counting Kickstarter exclusive skins), and we will be adding visual effects to make the game feel more alive. But, more importantly, the beauty of your colony depends on how you build it. And we, as developers, can affect it, with game design! In the Prologue, most of the buildings are immediately upgraded when there is a building of the same type nearby. This system will be expanded in the main game. The building will slowly develop depending on the environment until it reaches a certain threshold to level up.
For example, if we take a living house, it will receive a growing bonus from other houses (as it does in the Prologue) but also from parks, restaurants, greens, etc. But there may be negative effects from certain buildings. After all, who wants to live in a house near a mineral stockpile? This way we can stimulate players to build distinctive residential or industrial districts.
Im personally quite a hardcore player, so I appreciate a challenge, and its fine for me to lose and start over (if the game has random levels). But I understand that this kind of playstyle is not for everyone. Therefore, in the main game, youll be able to:
The following mechanics are locked under $15k and $20k stretch goals, but I still want to talk about them because Im excited to implement them! Those mechanics are tied together and are intended to give you:
I hope you had a good read! You can continue to support our Kickstarter campaign, follow me on Twitter, or play the Prologue and leave a review. All of this will help the game to grow. Except for maybe the Twitter part, which only grows my ego .
[ 2021-05-30 23:39:33 CET ] [ Original post ]
Greetings, I want to talk with you in a bit more detail about what is planned for the main Farlanders game in comparison to the Farlanders: Prologue. Usually, when designing a game, Im not adding mechanics just for the sake of it. Instead, Im trying to create an emotion or the feel that the player will get. So in this article, I will not simply describe mechanics, Ill try to explain why Im adding them and what is their purpose. https://store.steampowered.com/app/1318740/Farlanders/
Story
Writing a story for the Prologue was one of my first-ever writing attempts. With that said, its not perfect and I cant say that Im fully satisfied with the result. However, I learned a lot from the experience. The main thing is that there should be less text and dialogues. After all, Farlanders is less about narrative and more about the strategy of building colonies. The purpose of any story, or narrative is to give you space for a fantasy to imagine something beyond a group of 3232 pixel sprites . And, if done properly, it could be better achieved with illustration and cutscenes rather than with text. In the main game, the campaign will consist of multiple scenarios. You will have the continuation of a story with Nicole, scenarios with brand new characters, and even a secret scenario with another character from the Prologue.
Colony Specialization
To add more depth to the game, I want to make it possible to build a successful colony in different ways. For example, if you have a lot of open space and water focus on growing crops, and then purchase resources that you are missing. For this to work, we need a trading system. And to make specialization even more clear Im adding a technology tree. Through this tree, you can unlock new buildings and upgrades. For example, if your current focus is to make your people happy, you can research public spaces or unlock an upgrade for a factory, which reduces the factory noise.
One thing that was unclear to me for some time was how to create a monetary income (for mechanics like trade to work). Because any Martian colony, at least in the early stage, is unprofitable. I found a solution in another mechanic that I was considering for a while making Mars green! To justify an expensive and difficult process of growing plants on Mars, you will receive a monetary subsidy from the government, which will make your colonys main income.
Colony Aesthetics
It is important to be able to enjoy your creations in any building game, which is why we are working on visual improvements. There will be multiple visual versions of most of the buildings (not counting Kickstarter exclusive skins), and we will be adding visual effects to make the game feel more alive. But, more importantly, the beauty of your colony depends on how you build it. And we, as developers, can affect it, with game design! In the Prologue, most of the buildings are immediately upgraded when there is a building of the same type nearby. This system will be expanded in the main game. The building will slowly develop depending on the environment until it reaches a certain threshold to level up.
For example, if we take a living house, it will receive a growing bonus from other houses (as it does in the Prologue) but also from parks, restaurants, greens, etc. But there may be negative effects from certain buildings. After all, who wants to live in a house near a mineral stockpile? This way we can stimulate players to build distinctive residential or industrial districts.
Play the Game Your Own Way
Im personally quite a hardcore player, so I appreciate a challenge, and its fine for me to lose and start over (if the game has random levels). But I understand that this kind of playstyle is not for everyone. Therefore, in the main game, youll be able to:
- Save/load your colony at any moment, unless Ironman Mode is selected
- Pick your difficulty for campaign missions
- Play in customizable sandbox mode, where you can customize the map and even remove some of the game mechanics
- Compete with other players for the best score through the Daily Challenge
Exploration & Underground Expansion
The following mechanics are locked under $15k and $20k stretch goals, but I still want to talk about them because Im excited to implement them! Those mechanics are tied together and are intended to give you:
- A sense of awe when you discover a rare resource, or artifact underground
- 3-dimensional planning, so that you can finally build an underground tunnel to connect your farms to the base
- Terraforming is a bit different. There is no wasteland, but there are impenetrable rocks that you cant terraform
- There are some limitations to the building. For example, youll have to research a special underground house and, as you go deeper, it will be harder and harder to build
Conclusion
I hope you had a good read! You can continue to support our Kickstarter campaign, follow me on Twitter, or play the Prologue and leave a review. All of this will help the game to grow. Except for maybe the Twitter part, which only grows my ego .
Farlanders: Prologue
Andriy Bychkovskyi
Crytivo
Indie Strategy Simulation Singleplayer
Game News Posts 2
🎹🖱️Keyboard + Mouse
Very Positive
(277 reviews)
https://store.steampowered.com/app/1460540 
Farlanders: Prologue Linux [649.51 M]
Puzzle, strategize, and manage your resources in this Prologue to Farlander, for now you have the safety of earth's atmosphere as you learn what it takes to be the best colony in the ever competitive market. But before you can be trusted with the lives of colonists you must first prove your worth here on earth.
Main Features:
Puzzle-like terraforming system
Use a turn to select one “terraforming kit” to shape the landscape and get it ready for your colony. Place a water drop title in a canyon to create a water source and any flat land around it will become fertile soil. Raise canyons to create flatland so that it can become fertile soil or be built on. Raise mountains so that turbines can be placed near by to create electricity.
The only catch is your terraforming kits are preset in various shapes. A kit might have two water drop tiles and one that lower the terrain. This might give you water in one spot and a canyon where you wanted to build. The player must carefully place tiles to mitigate any downsides.
Buildings
Create the habitat for your settlers by placing necessary buildings for their survival, like farms, water pumps, wind turbines, and more. Build factories to supply your colony and have entertainment centers to keep your colony the premiere place to live.
Procedural map generation
Each new game will feel completely different with procedural map generation, yet still customizable to meet your desired level of challenge.
Main Features:
Puzzle-like terraforming system
Use a turn to select one “terraforming kit” to shape the landscape and get it ready for your colony. Place a water drop title in a canyon to create a water source and any flat land around it will become fertile soil. Raise canyons to create flatland so that it can become fertile soil or be built on. Raise mountains so that turbines can be placed near by to create electricity.
The only catch is your terraforming kits are preset in various shapes. A kit might have two water drop tiles and one that lower the terrain. This might give you water in one spot and a canyon where you wanted to build. The player must carefully place tiles to mitigate any downsides.
Buildings
Create the habitat for your settlers by placing necessary buildings for their survival, like farms, water pumps, wind turbines, and more. Build factories to supply your colony and have entertainment centers to keep your colony the premiere place to live.
Procedural map generation
Each new game will feel completely different with procedural map generation, yet still customizable to meet your desired level of challenge.
MINIMAL SETUP
- OS: Ubuntu 20.04 & Steam OS 2.0 (64bit. Versions Steam itself supports)
- Processor: 2.0 GHz Dual Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000 or greater
- Storage: 1 GB available space
- OS: Ubuntu 20.04 & Steam OS 2.0 (64bit. Versions Steam itself supports)
- Processor: 3.0 GHz Quad Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia GeForce GT640 / AMD R7 Series or greater
- Storage: 1 GB available space
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