![]() This is roughly how much we'll pay to all 3 members of the team. We want to be transparent with our costs, which is why the stretch goal is $10,000. Most of the work will just be in creating the user interface to support these features. There will be a button for switching between creative mode and non-creative mode. We'd also like it if the player can adjust relationships with other factions, but we might not have time for that.Ĭolonists won't die in creative mode, either. You can move colonists, edit their stats, give them diseases, whatever you want. You'll be able to build instantly (like in the demo), spawn resources, spawn colonists, spawn pirates, etc. Our intent is to provide you with the tools to create any station/scenario that you want. We never really explained what creative mode will be. Don't get mad at me when your colonists trap themselves in a corner and refuse to move until they inevitably explode. Oh ya, don't forget to place oxygen machines and heaters, otherwise the colonists will die almost instantly. You'll want a farmer, resource mover, and chef (probably). You can select colonists to change their jobs. Your colonists will take care of it for you. You can use these resources in the refinery, food recycler, and nutrition brick creator. If you click on any shelf you can spawn ore and wheat. We also removed the morale penalty for seeing a dead body, because otherwise the colonists would never do anything. We've decreased the time for most things in the demo, so that you can actually see crops growing, colonists sleeping, and colonists eating before everyone dies. If they aren't doing their jobs, it's probably because they're in "free time". Resource movers will automatically clean up the corpses.Ĭolonists have a schedule. You can farm, cook, and observe colonists urinating.ĭon't forget to place an incinerator to clean up the dead bodies. Right now there's a max of 8 living colonists. This provides you with lots of time to play around with the colonists.Ĭolonists are spawned at your cursor position. So all colonists will self-destruct after 4 to 24 hours. We want the demo to feel like a demo, and not just an early access build of the game.
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