Happy Friday everyone!
I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock...
Read more External link →Originally posted by Vince:Read moreOriginally posted by Sleipnir: Not a dumb question at all! Zones are no longer a thing. Instead, you have two options:
-Place a 'storehouse' room and edit the room's item specifications to what you want.
-Place a room and add the 'storage' room function. This can be added to any room. In fact, any of the room functions can be mixed and matched to suit your needs.
Fair warning, there are several nasty bugs with rooms that I'm fixing right now. So, apologies if you ...
Happy Friday!
Oook. Lots in this one. Here are the notes:
-Fixed a few UI related errors happening under the hood. This would keep some windows from closing or working properly.
-The single layer overlay now slightly darkens layers not on the same layer as the camera rather than make them totally black.
-Fixed a bug where notifications weren't appearing for things like hunger, thirst, void sickness, drowning.
-Vertical paths and several other overlays no longer start activated when opening jobs, rooms, and other toolbar menus.
-Block surfaces will now no longer be obstructed by the single layer overlay.
-Room function auto-jobs now start with 'Items In World' by default. They also use the produced item as the default selected item, and start with a Threshold and Queue Set count of 1. This is to ensure players have to do as little as possible to get auto-jobs going.
-Fixed a bug where the auto-job threshold amount for Items In World ...
Which version are you playing in? If you're in the beta (0.10.0.0+), you need to unlock wood blueprints from the Saga screen (H).
In older versions, as long as you had enough wood logs, you would unlock the blueprint. I think 3 is the minimum, but I can't remember 100%. In the build menu (B), what do you have to build? It could be you have one of the categories selected, which would hide blocks, if the selected category was props, for example.
Read moreI worked for years on a similarly UI/UX heavy pixel-style game - admittedly getting bogged down in UX was one of the hardest parts of that project, but the most evidently beneficial. Don't feel obligated to respond to this unsolicited advice, but I know how hard indie dev can be, and hope some of it will help your journey!
This post got HUGE, apologies for the monolith of text! Hopefully something in here is useful for you.
I say this whenever I get the opportunity: In colony builders, "Quality of Life" is directly proportional to "Quality of Game". The core gameplay loop is "build your colony" which means the UX for doing so must be as fluid as possible for your player's to achieve a state of flow.
When you're pushing to allow depths of micro-management controls like you are here, a key principle to follow is "Working By Default". Ideally, a player can plop a room and no longer worry, assuming all the default settings will ...
This is very, very good stuff. I can tell you know what you're doing. Many things on here align with what I have planned, but there's a lot that I didn't even consider. So, this is incredibly welcome. I was getting a bit overwhelmed by the UI, and having this level of analysis is a huge boon. Thanks so much!