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Colony survival base
Colony survival base






Later in the game, the trigger could be a separate item from the weapon, something like a pressure plate. We're considering a dedicated "trapman"-job - a colonist who maintains and re-arms the traps. These could be "damage-weapons" like bombs, but also things like caltrops or poison devices, to slow monsters down or to damage them over time. No guarantees it'll get implemented! But it does seem rather promising at the moment.Įarly game traps could be placeable items that get triggered when monsters pass over them. We’re going to think about it during the weekend, and we’ll read your responses here under the blog, and we’re open to discuss it on Discord. Traps! Disclaimers: we’re not 100% sure about this, it’s a very new idea. Just today, Zun suggested an idea that I had rejected in the past, but which does seem to solve quite a lot of the problems we encountered.

colony survival base

If we provide more guard-options, how do we prevent the guard-menu from becoming too cluttered?.

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  • How to differentiate heavy damage early game weapons from middle game medium damage weapons?.
  • How do we give players a fail-safe system that saves the colony if guards can’t handle a new, stronger wave?.
  • How do we prevent the gameplay from becoming repetitive “unlock stronger guard”-cycles?.
  • How do guards select which monsters they attack / prioritize? Do players have control over this?.
  • But now we had to turn our general ideas into specific guards/monsters/weapons/ammo, and that turned out to be pretty hard to do right. We made some significant steps, for example by connecting the size of the monster threat to the tech tree as well, instead of solely to the amount of colonists. We wanted more options, more variety and more challenge. We’ve been having a lot of debates about how to implement monster&guards in 0.9.0. Reddit // Twitter // YouTube // Website // Discord We expect to have pretty functional 0.9.0 gameplay, from the Stone Age to the Iron Age, by this time next week! So we’ve now got an internal dev build with functional prototype traps, and a detailed path on how to integrate them in the tech tree. So Zun improved the “access points system” to be able to deal with these new situations. It also makes sense to integrate traps in walls at the height of the torso instead of on the floor - these should also be able to be reloaded by colonists standing next to them. It makes sense to reload these traps when standing on top of them, or below them. Some traps can only be aimed upwards, others can only be aimed downwards. This is problematic for certain new traps. In 0.8.0, that’s only right next to the block. These are places right next to the crate where colonists can stand to use these blocks. Blocks like crates and jobblocks have “access points”. We ran into a new technical problem that had some interesting visualizations. Loaded traps are temporarily using the stove mesh, empty traps use the writer's desk mesh

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    Here’s an image of such a trap defeating monsters! In the meanwhile, Zun tested prototype-traps. It took a while, but we’ve figured it out and things are moving forward again! An issue comparable to this one, 140 blogs ago. And that last step is the most difficult one, because it has to make sure everything is properly ‘balanced’. We stacked up features on the left, we stacked up features on the right, and traps were the last feature needed to complete the system.

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    It felt like the keystone that completes an arch. I had to work on integrating the new jobs and recipes properly in the 0.9.0 tech tree. Zun worked on the technical side of things, and things went very well there. The general response was enthusiastic, so we’ve been working on implementing it. In our last blog, we suggested traps as the solution to a myriad of problems.






    Colony survival base