Thanks for making an awesome game! This is clearly a labor of love and it's incredible already. Looking forward to seeing it progress, as well as when it reaches its final state!
Thanks Ace! Glad to have you following the game. :)
Thanks for making an awesome game! This is clearly a labor of love and it's incredible already. Looking forward to seeing it progress, as well as when it reaches its final state!
Thanks Ace! Glad to have you following the game. :)
Hey there! Sorry to hear you had this experience. I’ll take this feedback and try to improve the game. I used to have water with finite amounts but it ended up being super hard on the average CPU. Because I ran out of time to continue working on water ‘physics,’ I decided to go with making it infinite as a temporary solution. I do have plans to revisit the water stuff and also add some fun contraptions to let you manage it (pumps, sluice gates, etc), so I’ll try and make it better. Thanks again for letting me know about this issue!
Hello friends!
Now that I'm well into the bug fixing, polish, tuning phase and don't have too many new things to show you, I thought I'd showcase the new room editing window and all the changes to the rooms system. I've built a lot of systems from the ground up in this new update, but the rooms system is one which has seen a large amount of re-design and UI work. This is easily one of the most complicated systems in the game, because it gives players so much flexibility and agency. Let's take a look at the differences and walk through the new process of making rooms to fully understand how it works.
Firstly, the name for the system, 'rooms', is no longer that accurate. In the current live version, you're placing down individual rooms, so that makes perfect sense. In the new version, it's more like you're placing down 'buildings' or 'shops', so, I'll likely be changing the room name to something more fitting soon. However, for this post, let's just keep calling t...
Read more External link →The total amount is determined by each settler's (including animals you take) carrying skill.
The exact formula is:
ENTITY_CARRY_SKILL_RATING * 5 + 6
The migration feature is just a prototype and so this formula is rather arbitrary and will likely change in the future, along with many aspects of migrating.
Always makes me happy to see posts here and such quick responses from the dev! Haven't played in awhile but I'm waiting for the next race to be released. Keep it up Unknown origin!
I've been lucky to have an amazing community supporting the game. I'm happy to answer questions, especially when folks are so patient with my development progress.
Thank you for the kind words and encouragement. :)