unknownorigingames

unknownorigingames



20 Jan

I've been pleasantly surprised by a few of these landscapes since adding in proper cave generation. I had to share this one because it was so unique.


19 Jan

Originally posted by e4mxGZ

Nice this is looking amazing i got the game on itchio and have been playing for just a month but im loving the game, just a fun fail that happen to me i was holding alt to check the current layer and i pressed f4 to change the speed and i closed the game, just didnt think about alt+f4 because how entreteined i was, you guys think is a good idea to add a little window to confirm closing the game withouth saving? maybe is not neccesary, looking foward for more amazing updates! (sorry if my english is weird)

Thank you! I'll have to look into a warning window for alt-f4. I believe that's a system hotkey that can't be overwritten, but I'll check!


16 Jan

Originally posted by quohogsdad

🥵

😎

Originally posted by DWLlama

Nice! I've been pretty busy with other stuff and haven't played for a couple updates but those changes to water look like they will be interesting and fun to play with!

Thanks Llama!

Originally posted by kairon156

I'm glad your focusing on efficacy of the game, something some games ignore.

Very nice, Water 'Physics!
Will farms ever require water, even if it's just to give a bigger yield rather than prevent failure would be nice.
Will there ever be mechanical damns and water pumps? assuming their not already a thing. (only played for about 7+ hours).

cool. I never thought to do a green house type of thing yet.
I look forward to future updates. keep up the good work.

Thank you!

Farms will require water at some point. I am thinking of adding that into the Ardyn update. As well as feeding and taking care of animals because Shepherds don't have much to do right now.

I will also be adding things to work with water (sluice gates, pumps, etc.)


15 Jan

0.10.0.11 Beta - Patch Notes & Jan Dev Log

Hey friends!

I hope you are all well and having a nice weekend so far.

A few moments ago, I uploaded version 0.10.0.11 to the beta branch. I'm thrilled to get this update out to you all. The focus for this one was performance but I was able to get in a lot of other fun things too. Alongside the performance improvements, I re-enabled the 64 world depth option. The RAM usage should be much less, so playing those bigger maps should be much easier. However, those maps do require more from your computer. Be aware of that if you're playing on a potato, and re-size your world accordingly. I think most machines should handle the biggest maps ok, though. I'll continue to improve performance as I go. There are still a few UI things I want to improve.

Caves
I added in some procedural cave generation for players to discover while mining underground. These may or may not spawn with mushrooms, ...

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23 Dec

Originally posted by TheWizardChrist

Anymore playable races yet?

Not yet! I'm adding in the Ardyn race in the next update though!


22 Dec


19 Dec

Originally posted by The_Quial

I love the style!

And they very easily convey what the room is for

Thank you :)


18 Dec


17 Dec

Hey Oddities!

I have uploaded the 0.10.0.8 patch. There are quite a few changes in it, and I'd love for you to give it a go. Now, because I changed a lot of uniform and room data under-the-hood, this *MIGHT* mess up your old saves. I've tried to make it backwards compatible, but the chances of weird behaviors will be higher for old saves on this version. If you do see weird things, before reporting them, try reproducing them on a new save. If it still happens, then let me know!

Ok, the main focus for this patch was room management and production, but I added some new content, overhauled a lot of UI (especially with uniforms), and put in a ton of fixes for bugs. I also did a pass on all the room art because I didn't feel like it had enough character:

...

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16 Nov

Hello!

This patch is a few days later than I wanted, so apologies for that!

Lots of fixes here but I also spent a few days working on the game's notifications. A bunch of them were not firing properly, and I also wanted to spruce up the notification settings. You'll no longer find the notification settings within the notification panel. Instead you'll find them through the main settings menu. I think a lot of people were totally unaware that there were notification settings at all, so having them at this location with other settings options should help with that. Also, I've added the ability to tune which factions *and* which races have notification settings. This is nice for when you don't want, say, the death notification for Void Woken. By default, only the main races will fire off notifications, but you can enable them for everyone. This saves to your player profile, so you shouldn't have to set this each game or anything.

...

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06 Nov

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...

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29 Oct

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 ...

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28 Oct

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.


26 Oct

Originally posted by Another_Alt_Account

I 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 ...

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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!

Hey there,

Here are the notes for some fixes I just uploaded. A couple save/load issues fixed in here.

-Fixed a bug where the main menu screen would still be visible after loading into a previous save.
-Fixed a bug where settlers were not doing their idle movements.
-Fixed a bug where the error popup window was not centered. >:|
-Fixed a bug where settlers could walk around after dying.
-Fixed a bug where the game could crash on save after issuing a move order.
-Fixed a bug where the season index wasn't being saved. This could cause some longer term season issues.
-Added top bar statuses for drowning and void sickness.
-Fixed a bug where workers could get stuck trying to path to a missing work point. This would appear as them standing around trying to get to a started job.
-Fixed a save/load bug related to entity diets.
-Added stone anvil prop.
-Fixed a bug where entities could get stuck equipping items.
-Fi...

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Originally posted by Another_Alt_Account

Thank you for the response, I see you're incredibly active on the steam forum as well!

I was actually just playing the released version, found out about the beta (and the massive changes you've been making since)! Looking forward to what's next!

The room management windows are getting closer - I know balancing all the requested features of the audience with good UX is a real challenge, but with continued iteration during development you can succeed where Dwarf Fortress has faltered.

For this "Room Design, Inventory & Job Management" UX work you're on, I'd highly recommend referencing Songs of Syx: Copy/paste rooms, sections, or even jobs; colonist lists and filters; room assignments and job automation... you're on your way to the "pooled inventory" with your new storage function work!

Thanks for the advice and kind words!

The UI is definitely a huge challenge. The pixel art style really makes it difficult to fit things together. At least it's one of those tasks that you know you can improve with time. That's the key.

Thanks again!