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Yogscast colony survival
Yogscast colony survival












The iron ingots of the mining village are instantly usable at your main colony, and the same is true for the wheat harvest of the farming outpost. But the tech tree and stockpile are completely, automatically connected to your main colony. A small village focused on mining next to the mountain, a fishing town next to the sea, a farming outpost in the middle of a plain. We considered semi-realistic logistics to be a core part of that, and we couldnt think of a system that we could both A.) develop in an acceptable timescale, and B.) make fun and intuitive to use for players.īut is semi-realistic logistics actually a core requirement for outposts gameplay? Imagine youre able to build outposts with their own secondary banners, their own jobs, their own colonists and their own beds, in viewing range of your first and main colony. We didnt concentrate everything in a 200x200 area (the current core CS gameplay), nor did we go 10 miles in a random direction and build a new settlement in a fully isolated area (what 0.7.0 adds to CS).Īt the start of this year, we did consider making CS more like that, with multiple settlements relatively nearby. We did explore that world and we spread out our buildings, but our settlements were all connected by roads and bridges and pretty much within viewing distance of other settlements. But then I remembered the server that I shared with Vobbert and Zun many years ago, in a certain other voxel game. Youve got one banner, and you stick with it until youre pretty much at the endgame, and then you can start over in a very distant location. Why should I build such a crowded place for the colonists when there is so much empty space around me? But while looking at the surrounding area from the walls of my fort, I felt a strong desire to make it habitable. I barely had space left above ground to place new jobs. With the Iron Age unlocked and many dozens of colonists working on trap-production, I now had an overcrowded fort with many beds crammed into underground rooms. We want players to build big colonies and to recruit a large number of colonists, and these accomplishments should be meaningful.

yogscast colony survival

But then I realized that this is exactly what we want to encourage.

yogscast colony survival

At first, I wanted to fix that, to reduce the costs of the crafting recipes. I was surprised by the amount of miners and smelters I had to unlock. Its the hardest to unlock, and producing enough iron to unlock traps and to craft a bunch of them is relatively difficult. The Iron Age is now the most advanced age in 0.9.0. Were seriously considering introducing this new feature earlier in the game. Currently, the Iron Age is also the first time players are able to unlock and use traps.

yogscast colony survival

Only accepting reviews of games played/recorded on LinuxĪs promised last week, the dev build now has a functional Iron Age! Playtesting it has legitimately been a lot of fun. Submition needs to be reviewed before it it will show on the game's webpage!














Yogscast colony survival