TynanSylvester

TynanSylvester



26 Nov

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I quit my job at Irrational Games, wrote a book about game dev, but didn't really want to go work for someone else. So I made a bunch of prototypes of games and one of them eventually became RimWorld.

Wait does that count?


25 Nov

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Originally posted by lemoncroissantlizard

It never even crossed my mind that rimworld made use of the equator etc. Made it especially wierd for me that the game had a map before caravans, but now it makes sense

I remember back when we added the 3D planet for the first time. Previously the game had used a constrained 2D map of part of the northern hemisphere, and just used the seasons to describe time passing.

Of course once you do a whole planet with southern hemisphere you can't describe time by seasons, since those seasons are different in different places and it wouldn't make sense if you moved around.

So we had to add quadrums. Which are weird. But people were so confused about them. So many complaints asking why we were using these dumb sounding made-up words instead of just seasons like before. We had to - it's geometrically required!

Heck most of the world doesn't even have the 4 named seasons really.


23 Nov


21 Nov


29 Oct


28 Oct


27 Oct

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This kind of thing is one reason we don't recommend super-huge map sizes.

It's not just about performance - complex games can break in many, many ways!


26 Oct


24 Oct

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Originally posted by p0xus

Wow, I didnt think you of all people would reply. Tbh, Im not surprised it broke. I'm running 419 mods on this playthough. I don't want to waste your time going through it.

Thanks for the offer to help though.

Hey no worries, I'm always watching pretty hard for breakages after an update. We've reverted updates before when we find something that's bad enough.

But yeah, 419 mods is... a lot. I'm just proud it ever worked at all! Hopefully compatibility will settle in soon.

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Originally posted by p0xus

Wooo... this update broke my ultra modded game.

"This update was tested as compatible with all savegames and mods." they say...

Can you post you log file on the Discord server so we can take a look?
https://discord.gg/4W3NwsEZ


15 Oct

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Originally posted by raccoon_ideology_man

Commission of art from Ricardo Tome, who also did the vanilla and vanilla extended storytellers.

Damn I was just gonna say that's an amazing match for the original style.

Glad to see Ricardo had some fun with it.


14 Oct

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Originally posted by hatschi_gesundheit

Devs making a game for people to have fun with, allowing for a plethora for different playstyles (which is great, don't get me wrong!), then strongly discouraging one certain style (hiding behind thick walls and strong defences) because it's "not fun enough" or "not how its supposed to be played" or whatever.

It's not about discouraging that approach, it's about adding a variety of other approaches in addition.

As many have identified on this thread, killboxes still work great for a broad variety of threats. But, they don't work for every threat. Back when they did, the game really did get dull over time. Players would get raided and they barely even had to interact. Enemies would just file into the box and die. It was nothing but a resource delivery. And while this is rewarding in a way, it was boring to have this happen every time.

I didn't want to just make enemies stronger. It's not a tower defense game. So I made them smarter and have a wider variety of tools and strategies. So now you still get the killbox thing because it's cool, but you also get other threats to chew on for variation. And the enemies seem less idiotic.

Enemies have actually gotten weaker (and less numerous) over the years, since they no longer need the absurd st...

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