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Rapportera problem med översättningen
Maybe you can plug people in to the network to form a distributed computing matrix from their wetware, eventually evolving people into a solar-system spanning bank of disembodied brains.
Maybe you can improve their quality of life and population density by uploading their personalities into a simulation
Maybe you have a goal of moving people to natural biospheres either on planets or inside terraformed asteroids or whatever, and the station building is a necessary intermediary step.
Maybe you have some choices about how to measure and maximize utility.. is it production output? population size? how do you weight quality of life for individuals vs larger groups? What sort of eudaimonics do you use? Do you decide to measure quality of life by individual motivations and personality, or by some sort of absolute metric based on available amenities and productivity?
Human colonists will have individual personalities, and their happiness will depend on that a lot. You may choose to limit your colony size to just a few, and if you get introverted colonists, they will be happy about that, while others would enjoy living in a bigger crowd.
In any case, right now I am more focused on building the mechanics that would enable implementing all the ways of playing the game, but having a vision of what it will look like in the end is really helpful.
I have some feature suggestions. I know these may seem trite, but they will make this great sounding game.
1) Have more achievements than in previous games, more than 100 of them. I love lots of game achievements, especially when they are well thought out, as well as containing some counting achievements as well. In addition, have an ingame stats page that has tons of stats for all games played on a user's Steam account.
2) Look at the game Team Fortress 2, and you will see a gameplay stats page in the library page for that game. Please do that with this game as well.
3) Have a few sets of ingame graphic sets, along with different music for each, as well as some ganeplay changes for each as well.
4) Have the ability to have a ship full of passengers that are either happy, angry, etc.
Thank you
Please keep the game open ended as well
You will definitely be able to have a ship full of passengers with different moods, depending on how you'll take care of them. Can't comment on achievements or stats page just yet, but talking about Team Fortress 2 stats, it's a game done by Valve, the creators of Steam, so it could be they have a special stats page just because they can. I will have to look into this a bit more.
Thanks! Eventually there should be other AI factions, with different alignments
I thought about it, but decided to hold off. Handling preorders would require energy that I would rather spend on developing the game.
Sub-grids? Like in Space Engineers, you can build join blocks, and move two grids together, and it combines into one solid object after a brief moment of lag.
For this, when you're initially rebuilding, you have to make huge paths. That the treaded bots SLOWWWWLY go over. Why? Just make winches and drag the chunks together, then have them combine into a single chunk. Maybe even let players destroy a line of blocks down the center, attach a thruster to one side, and add space in the middle? Bonus points for just cutting blocks on the border instead of destroying whole blocks, SE can't do THAT.
No idea if the engine can support multiple grids though, the demo certainly LOOKS like one big grid that can't move.
Right now there's just one big grid. Adding sub-grids would heavily complicate the whole architecture. There were suggestions about winches before, and that can be implemented with a single grid, by just moving the islands on the grid, possibly with a black screen hiding the whole action, as it wouldn't look smooth. This may be implemented at some point, but likely after the Early Access release, as it's a big undertaking, and right now there's bigger fish to fry.
Oh, it would also be nice if we could build over air vents with walls (like how doors can be placed in preexisting walls.) Its a little annoying having to connect them to the power grid just to close them, or to demolish them entirely just to make a wall.
Quick hack for vents that are not connected to the grid - click "Manage" on their energy node, and a drone will connect to the vent, providing temporary network access and power for controlling it. That works with most electrical devices.