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Other Projects => Other Games => Topic started by: ZebioLizard2 on June 25, 2017, 06:39:59 pm

Title: Outer Colony
Post by: ZebioLizard2 on June 25, 2017, 06:39:59 pm
Checked for this one and didn't see anything on it so decided to take it upon myself to show off this base builder/simulation game I found that I've been interested in recently!

https://youtu.be/dVWN0tk2Mvg (https://youtu.be/dVWN0tk2Mvg)

Outer Colony! A space age colony builder that reminds me much of Dwarf Fortress. I'm not very good with descriptors for it but you can try for yourself as they have a demo up on site

https://voyagergames.com/

Though it tried it's hand at Kickstarter he seems to be continuing on with development, though I'm unsure where he's going to be taking it

https://www.kickstarter.com/projects/440978664/outer-colony/posts/1896053

(https://2.bp.blogspot.com/-2lIjmbMrFGI/WLhFlVUqzTI/AAAAAAAABoM/aYEI1k8sulkfuA-KZkWUYjF3yo5rHCVLgCLcB/s1600/JSL_OC_CoverImage_Final_1024pxWide.png)
Title: Re: Outer Colony
Post by: IWishIWereSarah on June 26, 2017, 12:24:59 am
It looks like it could be interesting (and I just discovered from their website that there is multiplayer ! ), but I couldn't find, neither on the last kickstarter update nor on their website, what they will do now that their kickstarter campaign hasn't reached its goal.
They don't mention it, as if they'll continue like nothing happened....
Title: Re: Outer Colony
Post by: etgfrog on June 26, 2017, 03:56:26 am
This is essentially dwarf fortress with aurora ui. I'll have to correct myself, this isn't dwarf fortress. There are some key things missing such as crops being replanted or keeping food and drink stockpiled. If you accidentally remove a building everything inside(that isn't living) and the building itself gets deleted and the resources disappear.
Title: Re: Outer Colony
Post by: ChairmanPoo on June 26, 2017, 07:40:24 am
ptw
Title: Re: Outer Colony
Post by: ZebioLizard2 on June 26, 2017, 09:33:48 am
It looks like it could be interesting (and I just discovered from their website that there is multiplayer ! ), but I couldn't find, neither on the last kickstarter update nor on their website, what they will do now that their kickstarter campaign hasn't reached its goal.
They don't mention it, as if they'll continue like nothing happened....
Quote
Next, I just want to assure everyone that development of Outer Colony will continue to move forward, despite the campaign's failure. This Kickstarter campaign was meant to serve as something of a litmus test for Outer Colony's prospects. Regrettably, we failed to gain significant traction, and despite my best efforts, the campaign didn't generate much in the way of media coverage.

This is OK! A negative result can be just as useful as a positive one, from a decision making standpoint. The campaign has demonstrated that we need to do a better job of marketing. The metrics bear this out, as we had well under 1,000 views in total.

It seems right now as if he is trying to figure out a better visual style that'll interest people more then the current 2D (without compromising gameplay) look so that it'll interest people more. Along with continued development.
Title: Re: Outer Colony
Post by: etgfrog on June 28, 2017, 05:39:07 am
So I've been playing this quite a bit more...apparently the ai can break the game rules in favor of itself. I've recently had an issue of a trading captain is taking the resources and money but not giving their end of the trade back. Then there is the ai figuring it can get the most out of resources by applying the refinery efficiency bonus onto the ore itself, giving more ore plus the refined materials.
Title: Re: Outer Colony
Post by: VoyagerGames on July 04, 2017, 02:58:07 pm
Hi, everyone! I'm the developer of Outer Colony, and I just wanted to post a reply here to provide some commentary and answer a few questions about the project. I suppose it's rather bad form that this is my first post on these boards, but I've lurked here for a while, and I just wanted to clarify a few things for anyone who may be interested.

First, huge thanks to ZebioLizard2 for making this thread! I'm always thrilled when someone stumbles across the project and takes interest in it, and I really appreciate your creating a topic about it here. I hope you can have a bit of fun with the game, especially in the future as we continue to refine and develop it.

Quote
I couldn't find, neither on the last kickstarter update nor on their website, what they will do now that their kickstarter campaign hasn't reached its goal.
They don't mention it, as if they'll continue like nothing happened....

The failure of the Kickstarter campaign was a minor bummer, but we're going to continue to develop Outer Colony, because of what the project is for us. There's a great deal more information available on our website and in various interviews, but Outer Colony is something of a personal project for me. On some level, it's really just about making the sort of game that my friends and I would like to play. I also see software as a mode of expression, like painting or writing, and I want to implement my own ideas about simulation and AI in a working system. So, whether other people play Outer Colony or not, its development will continue.

That being said, I'd love it if other people could have fun with Outer Colony, too! Anybody who makes anything can tell you that there's a certain degree of satisfaction that comes from other people enjoying what you've made, so I do aim to make the game as approachable and appealing as practically possible. As we've set up forums and attended gaming conventions, we've sorta' expanded the group of friends for whom I'm making the game to include many more people, and I try to incorporate their feedback into continued development.

The Kickstarter campaign really served two purposes. First, we wanted to see if other people would find the project interesting, and second, if possible, to raise a bit of money to help offset continued development costs. The campaign was more of a litmus test than anything, and it kinda' failed to generate much attention in its current form. We also, obviously, failed to generate any funding. Both of these things are OK.

It just tells us that we need to make more improvements and adjustments to make Outer Colony more appealing and fun, and I'll keep funding development myself. Specifically, I'm a software engineer by trade, and not an artist, so I have to employ other team members to produce the non-code assets that comprise the game. Again, it's a bit like funding any other hobby. Some people love motorcycles, some are home theater enthusiasts, and Outer Colony's just sorta' my hobby. Of course, it'd be great if other people liked it enough to help fund its continued development, but we're not quite there at this point.

So, work is going to continue, but we're going to try make some general improvements in response to the Kickstarter campaign's failure. I've been extremely busy with securing continued funding for the project by way of a new day job, and there's been a great deal of internal discussion about whether we should replace all our sprites with isometric graphics. Until these matters are resolved, there probably won't be a ton of highly visible development. With the little time I have to work on Outer Colony now, I've been focused on engine and rendering performance improvements that'll yield benefits regardless of a potential graphics overhaul.

Quote
This is essentially dwarf fortress with aurora ui. I'll have to correct myself, this isn't dwarf fortress.
Special thanks to etgfrog, who's been testing the game and posting bug reports to our forums. Your observations are astute and correct; there are a great many bugs in Outer Colony, of widely varying severity. Outer Colony is undergoing a bunch of changes, and the code base is not particularly stable at the moment. We've also got a very small group of testers – really, only a handful of people – so every time we get a new player, the game is always exercised in unexpected ways. I don't know if anyone ever demolished a light structure before that contained stockpiles, but you discovered a sort of dwarven atom smasher that shouldn't exist, in this case.

The same goes for auto-replanting of crops. We ultimately want a bureaucrat to manage this activity, but I just haven't had a chance to design and implement that feature yet. It's a high priority in our ticketing system, though, and as soon as I wrap up the current round of engine and performance improvements, I will get to this. Really, though, I'm immensely grateful for the time you've put in testing Outer Colony, particularly during this hectic stage of development. I hope you can find some time to try it out more (and hopefully have some fun) as later patches are released.

Quote
So I've been playing this quite a bit more...apparently the ai can break the game rules in favor of itself.

This is one of those things that presents a real challenge in developing Outer Colony, from a game design kind of perspective. I think the case you described here constitutes a genuine bug, because there's hard-coded logic to override a trading captain's decision making process to prevent this kind of scheming and radically inappropriate behavior.

However, there are many cases where the AI is a little bit too “tricky” (I'm not sure what the right word to use here is) for its own good. I think it's a bit like how really smart dogs will often do stupider things than dumb dogs, because the smart dog is trying to figure something out idiotically, while its dumber counterpart isn't bothering to try to figure anything out at all. In the case of the trade crew, if I leave them to their own devices, they'll often do terrible things that are “destructive” to gameplay.

The most common example is if a trader is generated with a party-animal kind of personality and experience set, in the past, they'd shirk their trading responsibilities and would just go to the nearest socialization area to have fun and try to have romantic encounters. Sometimes the idiots would decide not to go back to the ship when it was time to leave, and if a trade crew had multiple partiers, none of them would bother transporting traded goods to the appropriate stockpiles after a deal was brokered. They'd just be boozing it up and carousing in your socialization areas.

Even worse, eventually the pilot would get tired of waiting for them to return to the ship, and he's just take off and leave them behind. Then, your colony would be stuck with these weird free agent kind of denizens. They're not a part of your colony, as they're part of a general, non-player faction, so they don't even consider following any of your orders. They will, however, pilfer goods from your food stores when they start starving and create social friction by trying to romantically partner with locals. Sometimes they'll marry a local and merge into your colony, but sometimes they'll marry a local and take that local out of your colony's control, creating another weird free agent that's living in your lands.

I've had these pairings then reproduce, making whole free agent families, and just messing everything up.

So, this is a kinda' lengthy reply to the specific issue about traders you've described, but hopefully it illustrates some of the complexity in designing this kind of system. The NPCs aren't on rails, and they often behave in unexpected ways. These unexpected behaviors are sometimes cool, but are often damaging, and the further off the envisioned path the NPCs go, the more they compound the gameplay-type problems they've made.

To deal with these kinds of things for traders, I've written a series of pretty hard overrides into their decision making processes, but sometimes these overrides don't play nice with the general decision making mechanisms. It's a general problem that I need to fix with the system, but it's sometimes difficult to get specific NPCs to do specific things that are needed for gameplay.

Finally, since these are the Dwarf Fortress forums, I just want to comment on the relationship between Outer Colony and DF:
Quote
I'll have to correct myself, this isn't dwarf fortress.
100% correct. As far as I'm concerned, nothing will ever quite be Dwarf Fortress. I used to work on high fidelity simulations that grew from tens of millions of dollars of research funding, and from where I sit, none of them came close to being as comprehensive or holistically compelling as Dwarf Fortress. From a software engineering perspective, Dwarf Fortress is staggering.

Outer Colony's a bit of a different animal, in some ways. I don't really want to make it exactly like Dwarf Fortress, if I can help it, because Outer Colony will never be as good at being Dwarf Fortress as DF already is.

For example, I'm a multiplayer game fanatic. As soon as my family got its first 56k modem, I've kinda' exclusively played games with friends. Networking is built into Outer Colony from its very core, and it's designed as much (or perhaps moreso) for the multiplayer experience as it is for the single player one. Large swaths of Outer Colony are inspired by the work of Will Wright, particularly SimEarth. Raph Koster's writing on games and design of SWG have played large roles in shaping Outer Colony. I'd love to write a ton more detail about this, but Dwarf Fortress has left an indelible mark on computer gaming as a whole, and I'm proud to work on software that's a part of its lineage.

If you guys have any questions or feedback, I'd be happy to talk more, but thanks again for the post and all the help you've provided so far.
Title: Re: Outer Colony
Post by: Madman198237 on July 04, 2017, 03:52:04 pm
I doubt anyone will complain at you for lurking, complimenting DF, and explaining your own game when people are confused.

Honestly, this looks interesting. I haven't tried it yet, but I think I might grab the demo later today. Bugs tend not to annoy me in projects like DF or something like your game, where it's an indie project by someone who's not really making much/any extra profit off of the game. They *do* annoy me in big-name games and game companies (I'm looking at you, Gaijin) who really ought to be able to figure these things out, but that's just me complaining about the ridiculousness of certain games.
Title: Re: Outer Colony
Post by: Gabeux on July 04, 2017, 09:57:18 pm
Very interesting first post there. Very cool to see a focus on Multiplayer on this type of game. PTW :)
Title: Re: Outer Colony
Post by: etgfrog on July 05, 2017, 10:45:46 am
Even worse, eventually the pilot would get tired of waiting for them to return to the ship, and he's just take off and leave them behind. Then, your colony would be stuck with these weird free agent kind of denizens. They're not a part of your colony, as they're part of a general, non-player faction, so they don't even consider following any of your orders. They will, however, pilfer goods from your food stores when they start starving and create social friction by trying to romantically partner with locals. Sometimes they'll marry a local and merge into your colony, but sometimes they'll marry a local and take that local out of your colony's control, creating another weird free agent that's living in your lands.
Would this be why animals will loaf around the initial stockpile so much?
Is there some sort of mechanic such as a secure stockpile that only the colonist can access? a door that only colonist can open?
In society money became a necessity for this very reason. Dwarf fortress tried to implement an economy system that never fully worked, or at least it was more of a pain then it was worth.

My only other thought is why not have leadership titles start off with only a single title for the initial group then expand when the 1 position cannot keep up with the amount of population. This could be a way of letting the AI have full control of the colony while letting the player intervene as they want, which was sort of the reason why distant worlds became popular.
Title: Re: Outer Colony
Post by: Zangi on July 05, 2017, 11:42:27 am
The solution to vagrancy should either be jail time and/our expulsion onto the next ship. 
Or give em some sort of priority/incentive to get onto the next ship themselves. 
Unintended behavior, if not a bug, you could introduce a way for the AI to deal out the consequences.

Anyways, sounds interesting.
Title: Re: Outer Colony
Post by: etgfrog on July 05, 2017, 12:27:24 pm
I decided to do something about all the critters eating the food, so I issued a kill order for them. There so happened to be 12 critters on the stockpile and the colonist pulled a gun from the stockpile that the critters were on then started shooting. I lost two colonists.

Edit: There was 5 ferngoose. Even in games geese are terrifying.
Title: Re: Outer Colony
Post by: Madman198237 on July 05, 2017, 12:39:10 pm
So, I've started messing around with OC a bit.

One thing I've noticed right off the bat that the menu on the right side would probably benefit from some words. This is perhaps not the most common thing you might hear, but the game would be much more approachable if an in-game tutorial of some form is built that highlights buttons, one by one, walking you through the basics of creating a standardized outpost (Shelter, food, manufacturing of basic items, etc.)
Title: Re: Outer Colony
Post by: etgfrog on July 05, 2017, 06:54:00 pm
So I decided to start a colony with all colonists with max strength, stamina and dex. That ends up being 3 while I think 1 is considered normal. I had one person with all skills at 100 and set them to be the only one that would create lessons for children. The first child after the first lesson has 21 strength at 6 years old.
Ok, so maybe it was just that child that got the ridiculous boost due to the parent having a lots of skills...hm..I guess next time I should try all colonists with all skills.
Title: Re: Outer Colony
Post by: VoyagerGames on July 09, 2017, 02:45:15 pm
Thanks for the replies, guys!

Quote from: Madman198237
Bugs tend not to annoy me in projects like DF or something like your game, where it's an indie project by someone who's not really making much/any extra profit off of the game. They *do* annoy me in big-name games and game companies (I'm looking at you, Gaijin) who really ought to be able to figure these things out, but that's just me complaining about the ridiculousness of certain games.

I'm of the same mindset on this one. I tend to cut projects a bit more slack when they're built with limited resources, and I never mind bugs in games that are still in development. After all, that's what a beta is for, in my mind! It's all about identifying the bugs and working to get them fixed. As a developer, I'm always kinda' amazed (and grateful) when people are willing to try Outer Colony in its buggy state and post issue reports to get it fixed.

In industry, a company usually has to pay lots of money to QA teams in order to get software tested and polished, and it's pretty cool that there are passionate people out there who are willing to help game development projects along by testing them.

At the end of the day, though, a game has to be *mostly* bug free in order for it to be fun. If it's crashing and wigging out and misbehaving all the time, the experience can't possibly be very good. When we eventually reach the point of cutting a proper, version 1.0 release, Outer Colony has to be much more polished and mostly free of defects, so I'm chugging away, resolving the issues that players report, and iteratively improving the system until the vision is fully realized.

Quote from: Gabeux
Very interesting first post there. Very cool to see a focus on Multiplayer on this type of game.

Thanks for the kind words, man! This kind of game does pose a bunch of technical challenges on the multiplayer front, and I think I understand why few people have tried it before. I've done some neat things with compression and building a highly optimized messaging protocol, but each client still demands ~30-40 kilobytes per second of bandwidth, and initial login times are rough for medium and large worlds. I'm happy with how it's working on the whole, and I've found that dedicated servers present some unique opportunities for collaboration and fun.

Quote from: etgfrog
Would this be why animals will loaf around the initial stockpile so much?
Animals loafing around stockpiles is mostly them being lazy. Many species love human food and will steal it, when given the chance, and after ripping into packaged meals and gorging themselves, they tend to just flop down nearby and sleep there, until they feel like mating or eating again.

Quote from: etgfrog
Is there some sort of mechanic such as a secure stockpile that only the colonist can access? a door that only colonist can open?

There definitely should be something like this, but there currently isn't. Right now, a stockpile is just an abstract concept, rather than a physical thing. It's a bunch of things piled into a particular world volume that's designated for that purpose. The are a couple answers for guarding stockpiles. Moving them indoors should make animals less inclined to raid them. If you tame a creature and assign it guard duty on a patrol route near stockpiles, it should kill any aggressive creatures that come nearby. And of course, you can manually issue kill orders to mop up creatures that do steal your food.

More features are needed to properly facilitate the defense of stockpiles, but they're just not there yet. Lockable containers are probably the right solution.

Quote from: etgfrog
My only other thought is why not have leadership titles start off with only a single title for the initial group then expand when the 1 position cannot keep up with the amount of population.

This is a really good idea, and I'm taking note of it now. Currently, bureaucrats need office space to function; they won't do their jobs at all without it, so even if I did automatically assign leadership roles to a starting NPC, he still wouldn't do his jobs without some further changes. I'm going to give some thought to how I should approach this problem, but other people have lodged the same suggestions with faster auto-replanting of crops, so I will aim to address this in a good way.

Quote from: Zangi
The solution to vagrancy should either be jail time and/our expulsion onto the next ship.

Fantastic call, man. That's a great idea, and it should be pretty easy for police to recognize vagrancy. I've got an idea for how to code it now. Beyond writing specific code to quantify vagrancy, it's just a matter of adding another law type for punishment configuration:
(http://voyagergames.com/wp-content/uploads/2016/09/Law_Configuration.png)
https://voyagergames.com/colony-law/

Quote from: etgfrog
There so happened to be 12 critters on the stockpile and the colonist pulled a gun from the stockpile that the critters were on then started shooting.
Hahaha, forum user Torvus has run into the exact same problem:
(http://i32.photobucket.com/albums/d3/Torvus/Erkloro8%205_zps0izecuoz.png?t=1491502347)
He describes it here, too:
http://forums.outercolony.com/viewtopic.php?f=10&p=553&sid=0eaab449c09fe792b0d285abf53e15e7#p509

To address this, I added a bit of logic for identifying sedentary creatures, then engaging them from a distance with firearms. These are the little improvements that progressively make NPCs a little more competent. I think you'll rejoice at this video:
https://voyagergames.com/wp-content/uploads/2017/07/Sensible_Hunting.mp4?_=1

Quote from: Madman198237
One thing I've noticed right off the bat that the menu on the right side would probably benefit from some words.

I wish there were a way for me to more smoothly convey this information, but for now, we've got tooltips. If you hover your mouse over the buttons, it should pop up a bit of text to tell you what each one does. More importantly, though:

Quote from: Madman198237
the game would be much more approachable if an in-game tutorial of some form is built that highlights buttons, one by one, walking you through the basics of creating a standardized outpost (Shelter, food, manufacturing of basic items, etc.)

Right on, man! If you click on the “Getting Started” button on the game's splash screen, seen here:
(https://voyagergames.com/wp-content/uploads/2016/10/Title_Getting_Started.png)

It should take you through the guided tutorial. The tutorial is still far from comprehensive, but it should get you through the basics of building structures, manufacturing, mining, planting crops, and other simple activities. I really need to expand the tutorial much further, but it's a painstaking, time consuming process. Eventually, I hope to cover more complex systems via the tutorial, and someday, I hope that I'll get there.

Quote from: etgfrog
The first child after the first lesson has 21 strength at 6 years old.

There's definitely a bug of some kind in the heredity system, and I'm not quite sure where it is. I'm almost positive I'm multiplying something somewhere in the equations instead of dividing, or something like this is happening, because those numbers should be borderline unattainable without dozens and dozens of generations of selective breeding.

Is it possible that the children were exposed to an exceptional toy of some kind? Torvus built an expedition where one of his colonists crafted an exceptional chemistry set, and this was the first time anyone had ever made an exceptional learning device. The numbers immediately got out of control, and it was like the monolith from 2001: A Space Odyssey. A child could play with the thing twice and become a hyper genius, which would then result in it crafting another exceptional item, and the process continued until he had scores of ultra powerful, impossibly high quality items. One exceptional toy is all it takes, right now, to catapult a colony into untold prosperity.

I never try to properly “balance” mechanics in Outer Colony, because it's not the kind of game that's supposed to have proper balance, from a design standpoint. Mechanics are emergent, and the nature of things in the world is inherently unbalanced. While I don't try to build StarCraft-style balance, sometimes formulas do need to be adjusted, to bring mechanics back into the realm of sanity, and this is one example of something I need to revisit.

I did manage to get a bit of development done this week during my spare time, and I've cut a new release to remedy some of the issues Etgfrog has found. You can see the release notes here, if you're curious:
(http://voyagergames.com/wp-content/uploads/2017/07/Frog_Release.png)

http://forums.outercolony.com/viewtopic.php?f=3&p=612#p612 (http://forums.outercolony.com/viewtopic.php?f=3&p=612#p612)

Huge thanks, Etgfrog! I really appreciate all the bug reports you've written up so far, and I'll aim to get the trader issues taken care of next. I appreciate everybody's input on this thread, and if you guys have any more input for me, post away!
Title: Re: Outer Colony
Post by: Madman198237 on July 09, 2017, 03:04:31 pm
Oh.

I ignored that like it was a "Credits" button. Whoops.
Title: Re: Outer Colony
Post by: The Scout on July 09, 2017, 09:43:34 pm
How am I supposed to get fabric beside mineral wool? Butchery products never leave the station, and get deleted when you remove it.
Title: Re: Outer Colony
Post by: VoyagerGames on July 10, 2017, 02:06:58 pm
Continued thanks, guys - your feedback here is going to the top of my queue:
(https://voyagergames.com/wp-content/uploads/2017/07/QueueJuly17.png)

Oh.

I ignored that like it was a "Credits" button. Whoops.

I should definitely give the button some more descriptive text. I'm sure you're not the only one who overlooked it, so now it reads, "Guided Tutorial".

Quote from: The Scount
How am I supposed to get fabric beside mineral wool?

Good call here - there are other fabrics in the game, like cotton, but as of 0.5.50, they can only be attained via trade. I just added nylon and rayon as fabrics you can synthesize yourself, and they'll be part of the next release. Unfortunately, I need more sprites and to create plant species data for cotton, so that might not make its way into Outer Colony for a little while.

Quote from: The Scount
Butchery products never leave the station, and get deleted when you remove it.

Also, this is entirely correct. I'm aiming to include the fix for this in the next release, too.
Title: Re: Outer Colony
Post by: Madman198237 on July 10, 2017, 02:24:46 pm
Hey thanks!

I usually don't act like an idiot, but when I do, I do it like the professionals biggest idiot around.
Title: Re: Outer Colony
Post by: VoyagerGames on July 14, 2017, 10:11:31 am
I usually don't act like an idiot, but when I do, I do it like the professionals biggest idiot around.

Don't sweat it, man! I've done way more backwards things when trying to figure out games before, and every time something like this happens to one of our users, it's just another chance for us to make an improvement.

So much of the work on Outer Colony over the last 6 months has been improving usability. Just trying to make the game easier to play, improving aspects of the game that users found too confusing, smoothing out control schemes, and other work like that. We still have a long way to go, but we're approaching a point where it's more playable.

I've been having some internal discussions with other team members over the course of the last few weeks, and we're making some decisions about the direction to take Outer Colony moving forward. I hope to post our development road map here soon, but I think we'll be doing some rather cool things with the platform we've created so far.

I think we've accomplished some neat things with human behavior modeling and world mechanics to this point, but admittedly, the system is probably too academic right now. It's not enough of a game, if you know what I mean. There's a lot of depth to explore, but too much of it is peripheral to the core of what a player is doing, and the system as a whole isn't quite engaging enough. Outer Colony has to draw the player in more, provide more active sorts of challenges and opportunities, and make a player more invested in what they're building. In short, I've got to find ways to make the experience more fun.

I think part of accomplishing that will be to overhaul the visuals. It's going to take a long time, and it'll be something of a pain, but I think we've agreed to overhaul all of the game's graphics and to replace the current, top-down perspectives with isometric rendering. I don't think our current sprite set is stylistically uniform enough to give Outer Colony a solid "look and feel", and I think that if we can make it more aesthetically pleasing, it'll help draw players in. Isometric graphics should make the game stand out more, and it helps in gameplay, giving players a better feel for the 3D nature of the world in non-Z-level views.

I've gone ahead and coded an experimental isometric rendering mode into the latest release. Right now, I don't have any isometric sprites at all, so it's just displaying un-textured terrain. You can see what it's looking like in this screenshot:
(http://voyagergames.com/wp-content/uploads/2017/05/Isometric.png)

What do you guys think? Would really sharp, isometric graphics help improve the fun factor? If you can build cooler looking things, do you think you'd enjoy Outer Colony more?
Title: Re: Outer Colony
Post by: Madman198237 on July 14, 2017, 10:15:33 am
I think that isometrics like that improve the approachability, however I'd warn you to be careful about excavations and have a plan for them.

Seriously, for inspiration I'd direct you to some of DF's isometric vis systems, because they solve a lot of the issues in decent ways. If you're going underground, you need some way to control what is rendered, and it's best if the controls are easier.




Also, before you do this: What group are you trying to attract? Do you want this to be Minecraft, or Aurora 4x? In case you didn't know, Aurora is the complexity of DF in space with more menus and less of a texture pack.

EDIT: Oops accidental post. Continuing on:

If you want to attract the sorts of cold-hearted iron-willed play-with-an-imagination types that DF has, then you could probably stick with a simpler and less-demanding DF-like render (Basically, what you have now). If you want to be more generally approachable and attract people in between Minecraft and DF/Aurora, then yeah, isometrics/3D gives it a more game-y feel, making it look less like a corrupted text document  (Looking at you, DF. And yet I play it anyways. With no graphics set.) and more like a "real" videogame.
Title: Re: Outer Colony
Post by: Zangi on July 14, 2017, 10:16:15 am
Reminds me of Railroad Tycoon.  Not bad, but depends on the building tiles you got to go with it.
Title: Re: Outer Colony
Post by: The Scout on July 20, 2017, 03:13:06 pm
Been a bit, any news on what's coming up next? Working on tiles or textiles first?
Title: Re: Outer Colony
Post by: dennislp3 on July 24, 2017, 01:32:37 am

I think part of accomplishing that will be to overhaul the visuals. It's going to take a long time, and it'll be something of a pain, but I think we've agreed to overhaul all of the game's graphics and to replace the current, top-down perspectives with isometric rendering. I don't think our current sprite set is stylistically uniform enough to give Outer Colony a solid "look and feel", and I think that if we can make it more aesthetically pleasing, it'll help draw players in. Isometric graphics should make the game stand out more, and it helps in gameplay, giving players a better feel for the 3D nature of the world in non-Z-level views.

What do you guys think? Would really sharp, isometric graphics help improve the fun factor? If you can build cooler looking things, do you think you'd enjoy Outer Colony more?

TL;DR version: Visuals need upgraded, UI needs more intuition, hotkeys

Improving visuals would go a LONG way. Especially since you are working in 3d space. I personally find it very disorienting to navigate Z levels in a way that I don't have with DF. In fact I would argue that controls are holding me back from enjoying the game more than visuals.

My biggest issues that make it hard to get in to are the following:
1. No hotkeys (at least that I am aware of) when in comes to most functions. Mouse support is nice and makes it more accessible but at the same time it is tedious to have to click every button

2. Having to click every button....And I mean it different than the previous issue. The menus are not very intuitive at the moment and it feels like everything is buried too deep. Even after a few hours of playing I am forgetting where certain stats and menus are that I need every once and a while. The menus also do not feel intuitive. I find myself in too many situations where many windows automatically close when I don't want them to (for instance, when I am trying to refine multiple different ores) which requires me to have to go back and click X amount of buttons to get it back where I want it.

Long story short, too many clicks to get what I want and auto closing windows are (sometimes) really annoying

3. Lacking certain essential menus. My main issue in this category would be things like not being able to easily select certain colonists. There really needs to be a Dwarf Therapist style system/menu where I can at least see and select colonists. If you don't want to bother with all the details and displaying stats or showing work that someone is working on etc. at least give us a simple colonist menu to select colonists from. I love to see all the data and tweak so many different things but somehow some of the most functional and simple menus are missing.

4. Visuals, as stated above seem disorienting and hard to work with...hard to pinpoint why but I think it boils down to controls. I say this because normally I see something that I want to do or change or build etc but I always have to break my thought or focus to navigate menus and click a bunch of different things to make it happen

5. Why can't I maximize the screen? Why would I want to play a game on a high resolution monitor if I am stuck in a windowed mode in a resolution far below my screens resolution? Maximizing the screen would make the game more enjoyable. More real estate could be used for menus and buttons (instead of burying lots of menus and buttons) and the graphics (even top down sprites) could be made larger and better to make it easier to see what is going on at times. Perhaps this is a technical issue on my end? I also can't generate huge worlds despite having 24GB of RAM (perhaps the odd ram amount prevents that?)

As an aside I also can't download version 0.5.50 because the auto updater only downloads version 0.5.49


If there is something I am not being clear about or something you want more details about feel free to ask so I can clarify.

Other than the listed issues above I am loving the game. You said it's "too" academic at the moment which is a great place to be...build on that to make it more gamey, but definitely don't remove any of what you have now.
Title: Re: Outer Colony
Post by: ZebioLizard2 on July 25, 2017, 05:41:17 pm
I'm glad to see more people checking this game out, and that even the developer stopped by! I haven't had a chance to play it recently so I couldn't tell you of any problems I've found.
Title: Re: Outer Colony
Post by: Ekaton on August 18, 2017, 10:02:20 am
This game seems promising but with so many sci-fi games on the market right now, from triple A rts that have much better graphics, through indie games that have some base-building elements like Starbound to free to play games such as Prospector it will be really hard to market it. Perhaps you could try to develop it along the similar lines that Toady has chosen for DF - F2P with donations by a loyal fanbase? I would certainly chip in.
Title: Re: Outer Colony
Post by: JohnnyYuma on August 21, 2017, 01:45:18 am
This game seems promising but with so many sci-fi games on the market right now, from triple A rts that have much better graphics, through indie games that have some base-building elements like Starbound to free to play games such as Prospector it will be really hard to market it. Perhaps you could try to develop it along the similar lines that Toady has chosen for DF - F2P with donations by a loyal fanbase? I would certainly chip in.

That's probably the best idea for this game. It doesn't stand a chance against RimWorld and dozens other sci-fi strategic games out there.
Title: Re: Outer Colony
Post by: Ekaton on August 21, 2017, 02:49:23 am
Mars Simulation Project is a good example. It's a very complex and supposedly very realistic simulator of a Mars colony as it may exist in a few decades, with focus on relationship between colonists and their life on Mars (there are different personality types, and when it comes to health even things like calories intake, amount of oxygen, water and waste per day, and even BMI are included). Colonists act according to their own schedule and the main thing you do as a player is setting out exploration missions, expanding the base and making sure that the colony is well-supplied.

It's free to play but it's not exactly a hit. I just think that space base-building is a rather difficult genre.
Title: Re: Outer Colony
Post by: ( Tchey ) on August 21, 2017, 08:35:19 am

What do you guys think? Would really sharp, isometric graphics help improve the fun factor? If you can build cooler looking things, do you think you'd enjoy Outer Colony more?

Don't go iso, it only makes the screen harder to read for 3D stuff like towers or pits. Gnomoria went iso, and it's the worst part of the game, in my opinion. True Topdown flat 2D (without any perspective faked) is the best way to do this kind of games, according me and myself.

You need to change the tiles however, for something clearer and fancier at the same time (RimWorld is close to perfect, Prison Architect is great too, in that domain). Currently, it's too "flat", or "grey" or "saturated" or "dirty" or other words i don't know in english. All the persons i've shown the game to have the same first reaction, and it's something like : "even Dwarf Fortress in ASCII mod is easier to read". They don't care about "low poly" or "simplistic graphisms", but they, and i, think OC is "ugly" and "uneasy to read (not about the texts of course)". Aurora also, can't say it's high level of visual, but it's easier.

Also i tried to register on your forum but my account is on hold since 2-3 days.

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Title: Re: Outer Colony
Post by: Asgarus on August 21, 2017, 11:28:01 am

What do you guys think? Would really sharp, isometric graphics help improve the fun factor? If you can build cooler looking things, do you think you'd enjoy Outer Colony more?

Don't go iso, it only makes the screen harder to read for 3D stuff like towers or pits. Gnomoria went iso, and it's the worst part of the game, in my opinion. True Topdown flat 2D (without any perspective faked) is the best way to do this kind of games, according me and myself.

You need to change the tiles however, for something clearer and fancier at the same time (RimWorld is close to perfect, Prison Architect is great too, in that domain). Currently, it's too "flat", or "grey" or "saturated" or "dirty" or other words i don't know in english. All the persons i've shown the game to have the same first reaction, and it's something like : "even Dwarf Fortress in ASCII mod is easier to read". They don't care about "low poly" or "simplistic graphisms", but they, and i, think OC is "ugly" and "uneasy to read (not about the texts of course)". Aurora also, can't say it's high level of visual, but it's easier.

Also i tried to register on your forum but my account is on hold since 2-3 days.

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The specified username is currently inactive. If you have problems activating your account, please contact a board administrator.

Rimworld and Prison Architect (and afair most other games in that graphic style) don't have Z levels.
I think an isometric view would be better than how it is right now. I have serious difficulty to see the height difference without showing the elevation as numbers.
In Dwarf Fortress it is indeed easier to see the difference, but for OC I would really prefer the isometric view.

(I also think it was one of the better choices Gnomoria did)
Title: Re: Outer Colony
Post by: ( Tchey ) on August 22, 2017, 04:22:45 am
I like to see how different players have different views, and all are right. Must be some hard choice for the devs each time they have to make a decision (in any game), haha...

As i still cannot connect to the forum, i will suggest some things here.

- When refining, add buttons to auto-select 100, 75, 50, 25%, not only a manual entry (like i have 230000 quartz, if i select 100% it will refine all, but if i click 50% it will auto pick only 115000 units).
- Add links from everything to the encyclopedia. So, if a look at my refining screen, a can alt-click on Quartz to open the encyclopedia and see what i will get from it. If i alt-click on any object ingame, same.
- Maybe i missed it, but I'd like to have an event log bigger than the very small and reduced one we have now. Maybe add a terminal-like window somewhere, movable like others, with full events showing in. Now, it seems i need to click the events noe by one to see what's actually going on ("Material Synthetized", but i don't know what, quality, who did it, where, etc).
Title: Re: Outer Colony
Post by: Asgarus on August 22, 2017, 05:50:11 am
I like to see how different players have different views, and all are right. Must be some hard choice for the devs each time they have to make a decision (in any game), haha...

As i still cannot connect to the forum, i will suggest some things here.

- When refining, add buttons to auto-select 100, 75, 50, 25%, not only a manual entry (like i have 230000 quartz, if i select 100% it will refine all, but if i click 50% it will auto pick only 115000 units).
- Add links from everything to the encyclopedia. So, if a look at my refining screen, a can alt-click on Quartz to open the encyclopedia and see what i will get from it. If i alt-click on any object ingame, same.
- Maybe i missed it, but I'd like to have an event log bigger than the very small and reduced one we have now. Maybe add a terminal-like window somewhere, movable like others, with full events showing in. Now, it seems i need to click the events noe by one to see what's actually going on ("Material Synthetized", but i don't know what, quality, who did it, where, etc).

Yeah it definitely isn't easy to find a solution most people are satisfied with, no matter what the subject is. On the other side, it would be boring if everyone had the same preferences ;)

Additionally to the % buttons I would like to see more options for other menus, too. For example "build as many simple beds as possible".

A separated log window would definitely help, together with clicking to go to the position and maybe showing and linking the person causing the log.

It would also be nice to see the value of stuff you want to trade before you add it to the last (as well as being able to add more of something without having to remove it from the target list and add it with a new amount)

I'd also like to see certain important values when choosing things from the list to place in the world (like luxury for furniture, overall quality for machinery, etc.)

That's it for now. There are more things I'm sure, but I can't think of anything else right now.

All in all it is already a good game and fun to play in my opinion.
Title: Re: Outer Colony
Post by: The Scout on August 22, 2017, 08:28:04 am
I'm not concerned about the graphics, there are so many gameplay features not fully implemented. Butchery isn't useful, leveling the terrain prevents you from growing plants on it and the quick buildings are weird. Trying to put a one story building with doors in my level area to prevent animals from eating my food turned into a three story building that was only accessible on the 2nd floor.
Title: Re: Outer Colony
Post by: Asgarus on August 22, 2017, 09:09:51 am
You could have dug out 1 layer and put the foundation down there. Aside from that it makes sense. Floor, wall, roof, 3 layers.
It just doesn't have the floors in-between the normal layers like DF has.

I didn't try butchering or even hunting anything yet, but my farming plots tend to disappear after they got harvested instead of being replanted.

BTW, is there a way to increase the elevation? Like filling a hole with dirt for example?

And what I'm really curious about: Are all the animals running around randomly generated or pre-defined?
And how mod-friendly is the game? (I haven't checked yet, but the ability to mod a game always makes it better and live longer. Always.)


Edit: Also, I don't know if that's intended, but you can only download version _46 with the download link on the frontpage.
You can of course adjust the URL to _50 and get that version, but I think changing the actual link target would be the proper way. ;)
Title: Re: Outer Colony
Post by: dennislp3 on August 22, 2017, 12:56:07 pm
The animals are predefined as far as names and parts go. But the stats ("genetics") of the animals are random and of course in this game that is modeled through reproduction. So in theory in one game an animal could be a long living strong monstrosity and in another it could be a weak short lived creature after a few generations in certain areas. You could of course find a way to use eugenics within your area of influence if you really tried
Title: Re: Outer Colony
Post by: Asgarus on August 22, 2017, 01:26:44 pm
The animals are predefined as far as names and parts go. But the stats ("genetics") of the animals are random and of course in this game that is modeled through reproduction. So in theory in one game an animal could be a long living strong monstrosity and in another it could be a weak short lived creature after a few generations in certain areas. You could of course find a way to use eugenics within your area of influence if you really tried

Sounds interesting. Completely random animals would be more fun, though :P
Title: Re: Outer Colony
Post by: VoyagerGames on August 22, 2017, 06:20:07 pm
There have been so many awesome posts here, and I'm terribly sorry to be so slow in responding. I'll give you guys a quick update on where things are and where things are going, and then I'll respond to some specific questions and feedback.

Again, I'm sorry that I haven't posted a reply in a while, but some high-priority matters needed to be resolved here at Voyager Games. As a bit of background on the project, Outer Colony had been in full time development from February of 2015 through May of this year. Significant technical aspects of the game were just too complicated to build working part time. The engine, most of the human behavior modeling, the networking infrastructure, and some of the other parts of the system required my complete attention to build. While only the core of the game is finished at this point, it's up over a third of a million lines of code (and I think it's rather lean and well-architected at that). It's just hard to build out a system like this working on it a few hours in a stretch.

It probably would've taken me over a decade to design and implement all this if I had only worked on it part time, in the evenings and on weekends. So, I made the choice to work on Outer Colony full time. Of course, one doesn't receive any money for sitting in a room and programming around the clock, and that's basically how I spent the last two years of my life. If you live like a weird, cloistered hermit, rarely spending money on anything other than bare essentials, you can stretch your savings pretty far. Eventually, though, they're going to run out. That's what happened this summer, and a solution to that problem needed to be found.

I've spent the last month limping my 17 year old car up and down the eastern seaboard, trying to find the right opportunity for a software engineering consultant. After almost a dozen interviews, I finally managed to secure an offer that's just right. It's a very cool opportunity, and I'm stoked to do a great job for my new employer. The tie is going back on, and I'm headed back to the cubicle farm shortly, so the development of Outer Colony is about to shift gears into a part-time phase.

That's OK, though! Work is going to continue, because of what the project is for me. Madman198237 asked a great question on the last page: what sort of users am I trying to attract? Is Outer Colony being made for more of a mass market, or is it made for hardcore, Dwarf-Fortress type players?

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On some level, the answer is kinda' neither. When I first started development, it was all about experimenting with my ideas on comprehensive, low-fi simulation, human behavior modeling, and dynamic, plan-generating AI. It was about seeing what kinds of behaviors I could coax out of these little number-driven entities, perceiving worlds as vast collections of discrete states and pathing their ways through graphs of potential actions to achieve the things they wanted, and not just doing so in a context-agnostic way. So much dynamic AI gets screwed up by lack of common sense, by lack of context for making all their decisions, and much of the Outer Colony experiment is about building as comprehensive a human data model as possible and using it in a way that gives these humans the necessary context for making decisions.

The project was about seeing how well these ideas might actually work. Not just in some contrived, tiny, proof-of-concept prototype that exists only for academic purposes. Not just as white paper fodder to win a grant. But to build the thing out, as actual, working software as far as I can carry it. That's what the core of the project is really about.

On top of this baseline goal, I have two very good friends with whom I've played computer games for more than a decade. We hit a point in the late 2000's where there just wasn't anything we wanted to play anymore, and without getting too deep into my thoughts on the video game industry, we kinda' just started talking about the sort of game that we'd like to play. I started talking with them at length about the core ideas behind Outer Colony, and they added their own thoughts and ideas. "What if we had feature X?" "What if soldiers could do Y?" "You know what I loved from StarCraft? Can we make X?" In this way, as Outer Colony was being developed, we started expanding its core and adding subsystems for various types of gameplay.

Some of these subsystems are further along than others. Some are only implemented in superficial ways. The Scout is totally right: butchery completely sucks right now, and there's not nearly enough utility from farming livestock to justify the immense pain required to capture, breed, tame, and feed animals. The gameplay-type mechanics are wrong all over the place, and there's tons of testing and refining needed to get this stuff working properly in a fun way. But a great deal of the core programming needed to get these subsystems operational is in place.

Over the course of the last few months, as we've started to post more about the game online, we've started to get some new users outside myself and my personal friends. This is fascinating territory for the project to get into, and I'm kinda' humbled to think that there are people around the world who are downloading Outer Colony and giving it a shot. As you guys and others have shared your thoughts and feedback, this has started to drive development, too. Frankly, a lot of the ideas coming from external users are way better than what I think of on my own. I'm too close to the project, too used to playing the game, so I don't think of new feature requests or usability improvements the way that you guys do. Sometimes I'll read a post here or on the OC forums and think, "Jeez. Why didn't I make it work like that to begin with?"

So, this has been a bit circuitous, but I can now answer who the game is made for. It's made for myself, it's made for my friends, and it's made for you guys, the people who have freely donated their time to downloading the game, trying it out, and playing it! At the moment, I'm not really trying to attract specific users. It's not in a stage of development where it's ready for that, anyway, since it's so far from being properly completed. Maybe someday it'll be polished, smooth, and maybe even for sale as a real game. For now, though, I just want to keep fixing it, keep improving it, and maybe if things improve enough, you guys can have some fun with it!

Like I say, for me, Outer Colony is a bit like writing a book; it's expressing some of my ideas in software. Software can be a mode of expression, just like the written word, or a painting, or a sculpture. This might sound a little bit pompous, but it's sorta' how I view my work on the project.

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With that said, what's coming up for the project next? Over the course of the last month, there have been extensive internal conversations about the direction we should take things from here. A lot of people despise the visuals. I kinda' dig 'em. Maybe it's the SimEarth player in me. Maybe my liking the look is tied to a piece of nostalgia that isn't there for most people. Don't blame our pixel artist, though, because he made these sprites exactly the way I told him to! Haha, so the current appearance is absolutely not his fault, but rather, mine.

Still, after all this discussion, the conclusion we reached is that the game is going to look cooler if it's shown in three dimensions using isometric sprites. It will just fit better with the real, three dimensional nature of the world. It's going to make some tasks much easier. It's going to make understanding the world's structure easier. It's also going to make some things much harder, as rendering true three-space in isometrics creates some weird situations that we're currently considering and designing our way through. Still, we think the pros vastly outweigh the cons.

If we can get a more pleasing aesthetic in place, it should make the game much more visually stimulating. This ought to increase Outer Colony's fun factor naturally. Building something that looks really cool is just plain satisfying in a way that the current abstract, quasi-representational graphics can't facilitate. So we're going to do it! We've got to find a pixel artist with a very particular skill set to make it happen, as we really want the best of the best working on this. We're going to have to dump a truckload of cash into the effort, since there are literally thousands of sprites that have to be remade. But with money coming in once more from my day job and continuing to live in a somewhat spartan manner, I should be able to pay a contractor to produce a couple hundred sprites a month.

With a bit of luck, the graphics overhaul can be done in a 12-18 month timeframe. As an aside, do you guys know who built the Stonesense sprite sheets, because that is exactly what we need. If any of those guys would be up for some contracting work, I'd be excited beyond measure to employ them in this effort.

The good thing about the long timeframe for the graphics overhaul is that it'll give us a lot of time to keep playing, testing, and improving. We don't necessarily need the new visuals to fix things like the balance issues with butchery. We don't need new graphics to add mortar crews and snipers and more advanced infantry combat mechanics. The underlying world model / programming doesn't care at all how the rendering happens, so I can keep chugging away, adding features and improving the game while we gradually get the sprites we need to improve the game's aesthetic. This is the kind of work that'll fit well with my nights-and-weekends approach moving forward, as it doesn't require the longer release iterations and surgical focus as the hardcore, earlier work that was done on the project. That's kinda' cool that things will (hopefully) come together like this.

Hopefully, that gives an overview of where things are going from here. The downside is that I'm going to be brutally time-strapped moving forward, trying to facilitate continued development and the graphics overhaul in my free time, while working all week in an office. Since I'll have to prioritize my tasks and focus on only the most critical things, I'm not sure how much I'll be able to communicate in this thread, but I'm going to do my best to post once a month or so in here to keep everyone up to speed. I'm going to try to hand off some of the communication responsibility to one of my good friends, forum user Torvus on the OC boards. If he can help to post updates, that'll take one more thing off my plate and free me up for development tasks.

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I'll respond to a few of you guys' questions and feedback, but it's all rock solid. Huge thanks again to everybody who's put their time into testing things out. Out in the industry, whole teams of people are paid to test software in vast QA groups, and I'm always thrilled when people are willing to do this kind of work on Outer Colony for free. So seriously, thank you!

From: dennislp3
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TL;DR version: Visuals need upgraded, UI needs more intuition, hotkeys

Agreed, and most users similarly struggle to pinpoint exactly why the visuals don't work as well as they'd like. I think it's about building a coherent aesthetic / color scheme. It may owe in part to the piecemeal work chunks I gave to the project's pixel artist, but it's a mistake we'll aim not to repeat in the next iteration of development.

Hotkeys are also probably a borderline must, and the UI could use smoothing out almost across the board. There are lots of things that could be done with fewer clicks. The mouse-driven nature of almost all interaction was designed to make the game easier to learn, but it becomes cumbersome for advanced users. Your assessment is pretty much spot on across the board. We're going to go through each interface, one-by-one, to try to find ways to improve them and make issuing orders faster and more keyboard-centric for advanced users. I don't know when this will happen, exactly, but it's a long-term goal for sure.

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5. Why can't I maximize the screen? Why would I want to play a game on a high resolution monitor if I am stuck in a windowed mode in a resolution far below my screens resolution? Maximizing the screen would make the game more enjoyable.
This owes to a peculiarity of the way the engine is built. The whole structure is constructed on top of JavaFX, and while there are ways to full-screen it, I haven't had a chance to explore it. This is the downside of building a custom engine. I have to handle every piece of functionality myself.

As for why larger resolutions aren't supported, I have two tiny monitors. I can't currently test with anything bigger than what I have myself. This is a sharp example of one of those things that separates the project from what it is now with a proper, actual game.

Your other points are also rock solid and I'm in the process of translating them into specific, actionable tickets in Mantis now.

From: Ekaton
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Perhaps you could try to develop it along the similar lines that Toady has chosen for DF - F2P with donations by a loyal fanbase? I would certainly chip in.
Hey, thanks, man! That's extremely generous! I think everything is alright on the funding front for now, but I really appreciate such a nice suggestion. If you guys can keep providing feedback and suggestions as new releases are published, that's way more help than I could possibly ask for at this stage in the operation.

Also, your forum avatar is freakin' awesome.

From: ( Tchey )
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Don't go iso, it only makes the screen harder to read for 3D stuff like towers or pits.
Hahaha, I'm so sorry dude, but I think we're going to go with it! We're going to try to implement things in the smoothest, most intuitive way possible to deal with vertical structures like towers and pits. I've never actually tried Stonesense, but I've heard that it has elegantly solved many of these problems already. Perhaps I can get some ideas on how to do so from that.

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You need to change the tiles however, for something clearer and fancier at the same time (RimWorld is close to perfect, Prison Architect is great too, in that domain).
I know those titles are popular, but for me, the look of those games is one of the reasons I've never tried them. Everyone likes different things, I suppose, and I definitely don't want to take anything away from them! I know those games are both amazing, but I just can't imagine trying to employ that sort of style with Outer Colony.

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Also i tried to register on your forum but my account is on hold since 2-3 days.
I'm terribly sorry about that. I get so many spambot registrations that I sometimes have difficulty telling real users apart from the fake ones. If anyone else has registered an account, but I've failed to activate it, I've probably mistakenly labeled you as a spam bot. Feel free to send me a DM here, and I will correct my mistake.

Also, giant thanks for the testing you've done so far, Tchey. Those Linux UI issues you've found are excellent bug reports.

From: The Scout
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Butchery isn't useful, leveling the terrain prevents you from growing plants on it and the quick buildings are weird. Trying to put a one story building with doors in my level area to prevent animals from eating my food turned into a three story building that was only accessible on the 2nd floor.
Absolutely. The game's riddled with features that range from *needs improvement* all the way down to *barely functional*. We've got a long climb until we reach the top of the mountain. Every time a player uses the game in a slightly unexpected or untried way, a new bug may be unearthed. The more you guys find, the more I log, and (hopefully) the better the game eventually becomes. I appreciate all your posting here, man.

From: Asgarus
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I didn't try butchering or even hunting anything yet, but my farming plots tend to disappear after they got harvested instead of being replanted.
Auto-replanting is something everyone craves. This function is supposed to be handled by one of your bureaucrats, the Minister of Agriculture, but we're considering removing that and just making it happen automatically.

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BTW, is there a way to increase the elevation? Like filling a hole with dirt for example?
Right now, the only way to do it is via construction. You can build stone walls, for example, over an area to increase its elevation. Dirt kinda' semi-disappears following excavation, as another weird violation of underlying rules. It's an exception case I created, because NPCs spending so much time clearing mounds of dirt was killing productivity on the mining front. It's sorta' offensive that the dirt materials disappear magically, and it feels extremely game-y to me, but that's how it works, for now.

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Edit: Also, I don't know if that's intended, but you can only download version _46 with the download link on the frontpage.
My bad. I need to fix this.

From: dennislp3 / Asgarus
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And what I'm really curious about: Are all the animals running around randomly generated or pre-defined?

Ohhhhhhhhhh, man! We've talked internally at great length about potential ways to implement real speciation in Outer Colony. Dennislp3 is exactly right that populations change their properties over time as selective pressures are exerted on them. It's so peripheral to core gameplay that most people would never notice it, but we've conducted experiments that have yielded some very, very cool results here. Most of the time in actual game worlds, creature populations are too sparse and small to properly evolve, and this is an extreme bummer to me. We intentionally keep creature population densities low to limit their impact on processing resources, but when I've set up worlds without humans and lots of creatures, just to see what would happen, you can see stat changes across populations over many generations.

In a lot of our tests, though, if a predator and prey species occupy the same environment, the predator group winds up reproducing to a point where its numbers become too large. They then hunt the prey species to extinction and die off themselves. We need better mechanics for things like hiding to better equip small numbers of prey to survive the collapse of predator populations and to rebound thereafter.

I could play with creature / ecosystem dynamics ad infinitum, and there's so, so, so much cool stuff we could do with proper speciation and truly random creature generation. I had to put it off to the side, though, because it's so peripheral to core gameplay, and even if I implemented all the wildest ideas we've come up with, 99% of users would never even notice it. Maybe someday I'll tackle these features more thoroughly, just because it'd be immensely fun to do so.

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Sorry this reply is so long, and I'm sorry if I missed replying to anyone. Hopefully this all makes sense, and I hope I can keep improving OC moving forward!
Title: Re: Outer Colony
Post by: Madman198237 on August 22, 2017, 06:34:31 pm
If you're developing the game for YOURSELF, well, I've seen a couple of developers who decide to build the game they want to play. Honestly, I wish I could do it myself, because then I'd have a full three-dimensional first-person full-physics-simulation survival game where you start before history (As a human) and then move on, building things, interacting with the environment, and using actual physics. As in, if you strike two rocks together (Accidentally, perhaps?), the game doesn't know that it produces sparks and can start fires, but it DOES know that two objects with such-and-such masses, speeds, and compositions have just struck each other and they need to produce such-and-such a reaction, which can then result in a spark landing on some tinder starting a fire, used to fuel your forge so you can dodge a thousand years of development, heating a lump of iron in your simplistic, rock-based charcoal forge....etc.

All the way to SPACE, because I'm a mad astrophysicist at heart.
Title: Re: Outer Colony
Post by: VoyagerGames on August 22, 2017, 07:00:37 pm

Honestly, I wish I could do it myself, because then I'd have a full three-dimensional first-person full-physics-simulation survival game where you start before history (As a human) and then move on, building things, interacting with the environment, and using actual physics. As in, if you strike two rocks together (Accidentally, perhaps?), the game doesn't know that it produces sparks and can start fires, but it DOES know that two objects with such-and-such masses, speeds, and compositions have just struck each other and they need to produce such-and-such a reaction, which can then result in a spark landing on some tinder starting a fire, used to fuel your forge so you can dodge a thousand years of development, heating a lump of iron in your simplistic, rock-based charcoal forge....etc.

All the way to SPACE, because I'm a mad astrophysicist at heart.

So, so, so much yes to this. That's the dream, right here. I'd like to imagine a step even further, past Newtonian physics and down to atomic / subatomic modeling. Someday in the distant future, somebody's going to have the computational resources and the other technical wherewithal to do it. Write such a fundamental model of our universe at the most basic level, and let all the mechanics of the simulation flow from that. On some level, this is how Dwarf Fortress works - letting so much gameplay organically flow from underlying simulation mechanics - and that's what makes it so radically different when compared to traditional games.

Such an advanced simulation in the future could basically be The 13th Floor - that's what everyone really wants to play, in their wildest dreams. I'm sure it'd take a Matrioshka Brain or some other incomprehensible computing structure to run such a system for a non-trivial volume of simulated reality, but just thinking about it makes me kinda' happy.

I've always thought that Dwarf Fortress is a step toward realizing that kind of computational simulation of a compelling world, and it's part of what draws me to the project. Like SimEarth did decades ago, Dwarf Fortress makes people think differently about what software can really be.

Quote
If you're developing the game for YOURSELF, well, I've seen a couple of developers who decide to build the game they want to play.

Haha, I suppose I didn't want to make it sound so conceited, like I'm developing it just for me. I mostly meant that I make the final decisions on what gets implemented and what doesn't, and that I don't worry *too* much about potential, future users. I think that really attractive isometrics, if done well, will make the game quite a bit more fun for me and most other current players. It's just a gut feeling I've got, so I'm going to go for it! I don't worry too much about possible future audiences, because that's more the arena of AAA studios that have access to focus groups and marketing firms. They can carefully craft products to maximize their appeal and profitability, and that's territory I don't want to get into with Outer Colony.

I guess that answer doesn't make perfect sense, but I mostly mean that decisions are made mostly from the perspective of what current users and I might think are cool, rather than having a focus on trying to attract a new audience.
Title: Re: Outer Colony
Post by: Madman198237 on August 22, 2017, 07:28:00 pm
It's not conceited, it's honest. You are a programmer, not a professional public speaker, so I don't care if you aren't quite perfectly understandable or whatnot. Your meaning came through just fine---You're building the game you want to play, and other people just so happen to like it as well.

We don't need quantum theory, though perhaps relativity during the end-game?
Title: Re: Outer Colony
Post by: dennislp3 on August 23, 2017, 12:10:54 am
Thanks a bunch for the long reply! I have been eagerly awaiting your response to see whats going on.

I have wanted to make my own game for a long time but I don't have the time or expertise (which takes time to build) to make that happen. Clearly I could MAKE time but I am trying to start a business so that is my focus.

So I have all the respect and admiration in the world for what you are doing. Keep up the great work and I look forward to seeing what comes from it in the future!

I will certainly be willing to support your efforts in the future, hopefully financially once my business gets somewhere. Until then I will throw all my constructive criticism and ideas your way.
Title: Re: Outer Colony
Post by: ( Tchey ) on August 23, 2017, 03:13:39 am
It was a great reading, thanks for taking time to handle our questions.

Sad also to see you need to eat and have to take a "job", and it will slow down OC. Ruthless world for creativity. Money money money...

Anyway, i'm sure Outer Colony will shine, given time. If you keep doing it, we will keep playing it !
Title: Re: Outer Colony
Post by: Asgarus on August 23, 2017, 06:00:28 am
Everybody's gotta eat ;)

I haven't checked out these bureaucrats yet. I guess the most logical way would be that your people just replant what they harvest (or not, depending on what you set the rules to).
Regarding the dirt: Maybe you could give the player a choice. Either instantly remove all dirt, that's how it is right now, or set a target quantity for how much dirt should be stored, and if that quantity has been reached, the excess will again be removed. Or maybe the possibility to set a certain percentage of how much of the mined dirt should be kept and the rest gets removed.

Regarding animals: I haven't noticed it before, but I love to know that animals evolve, even if I will probably not be aware of it due to the things you mentioned. To counter overpopulation and "natural genocide" (is that a thing? Oo) you could just adjust the birth rate of certain kinds of animals. Big animals would have a lower birthrate, smaller a higher. So the big predators, which most likely kill more than smaller ones, have a lower birthrate and thus add some balance. Of course there are more aspects to that and more ways to balance things out.

Well, there is no need to rush such things as random animals/plants and so on since they are not needed for the core gameplay, it's just something nice to have ;)
Title: Re: Outer Colony
Post by: Neonivek on August 23, 2017, 06:02:18 am
Besides doing random without it being insignificant requires good thinking and planning.

In many ways it needs to not be random :P

---

This sounds silly but this game's name isn't doing it any favors given how many "colony" games there are.
Title: Re: Outer Colony
Post by: ( Tchey ) on August 23, 2017, 06:45:38 am

This sounds silly but this game's name isn't doing it any favors given how many "colony" games there are.

I think the opposite, the name lets me know what is it about, and it's actually the first thing that made me look at it at the very first time i've read about the game.
Title: Re: Outer Colony
Post by: Asgarus on August 23, 2017, 06:54:43 am
Besides doing random without it being insignificant requires good thinking and planning.

In many ways it needs to not be random :P

That's true. The question is also where to begin and where to stop. But I don't want to start a discussion on that right now^^


This sounds silly but this game's name isn't doing it any favors given how many "colony" games there are.

I think the opposite, the name lets me know what is it about, and it's actually the first thing that made me look at it at the very first time i've read about the game.

Same for me.
Title: Re: Outer Colony
Post by: ollobrains on August 23, 2017, 09:46:34 pm
where can i throw money at the screen to get my hands on the beta ?
Title: Re: Outer Colony
Post by: etgfrog on August 23, 2017, 09:58:02 pm
where can i throw money at the screen to get my hands on the beta ?
https://voyagergames.com/
The demo is the game right now.
Title: Re: Outer Colony
Post by: Asgarus on August 24, 2017, 03:03:50 am
where can i throw money at the screen to get my hands on the beta ?
https://voyagergames.com/
The demo is the game right now.

The download link is not up to date.
Just replace the 0_46 in the link with 0_50.
(right click the download button, copy link address, paste it into your URL bar, change version number, hit enter (but not too hard pls), profit)
Title: Re: Outer Colony
Post by: ollobrains on August 24, 2017, 03:06:59 am
yeah the game updated anyway, this should be on steam think it would do well
Title: Re: Outer Colony
Post by: VoyagerGames on August 24, 2017, 03:01:58 pm
The download link is not up to date.
Just replace the 0_46 in the link with 0_50.
(right click the download button, copy link address, paste it into your URL bar, change version number, hit enter (but not too hard pls), profit)
I finally fixed the link today. Sorry that took so long, I just got distracted by a bunch of miscellaneous tasks last night.

Quote from: ollobrains
where can i throw money at the screen to get my hands on the beta ?
Oh man, don't get too excited, and set your expectations extremely low. In its current state, Outer Colony is about a hundred miles away from the point at which it could be sold. It's very buggy, the graphics need a complete overhaul, the control scheme needs help, several features are decidedly primordial, and so on. It's semi-playable, and my friends and I have a bunch of fun with it, but it's very far from a completed state.

And hi to etgfrog! I've been out of action for a few weeks during my job hunt, but I'm finally getting back to patching the last rounds of bugs you reported. Huge thanks, man - another release should be out in the somewhat near future to iron out those other issues you've found.

Do any of you guys enjoy multiplayer games? From a playing-it sort of perspective, my favorite thing about Outer Colony is that it supports dedicated servers, sorta' like MineCraft. Maybe at some point, I could stand up a test server and bring in some of you guys from the DF forums. I find it much more fun to burn down settlements controlled by actual humans than the game's paltry meta-AI.  8)
Title: Re: Outer Colony
Post by: ollobrains on August 25, 2017, 03:50:09 am
the mmo is really teritary to better more streamlined ui, more depth and fixing it so it feels easier to pickup like rimworld does ( while maintaining its complexity), more small scale events, like crashed cargo pods, expand teh social interactions a bit more theres room for small improvements that make big impacts
Title: Re: Outer Colony
Post by: Asgarus on August 25, 2017, 05:35:06 am
I haven't been able to test the multiplayer mode yet, due to lack of people to play this with.
I'm gonna try it sooner or later and then I will write down my impressions.

the mmo is really teritary to better more streamlined ui, more depth and fixing it so it feels easier to pickup like rimworld does ( while maintaining its complexity), more small scale events, like crashed cargo pods, expand teh social interactions a bit more theres room for small improvements that make big impacts

This has nothing to do with MMO ;)
Title: Re: Outer Colony
Post by: VoyagerGames on August 25, 2017, 08:49:29 am
more small scale events, like crashed cargo pods
Agreed. One of the things I've struggled with from a design perspective is getting the frequency of events to feel right.

We actually have ship wrecks now, and they can be kinda' interesting. There are certain rare items that can only be salvaged from ship wrecks, but sometimes the wrecks contain corpses that are infected with horrible diseases. Right now, I don't allow this event to occur during a colony's first season (approximately the first hour of a game), because I've found that during that time, I'm not really equipped to respond to such an event anyway. I'm struggling to build simple infrastructure to satisfy my colonists' most basic needs. If one of them contracted corpse rot at that point, it'd immediately destroy the expedition.

Many events can't happen at all until several more hours into a colony's playtime. Again, it's because if the Old Corsair shows up 15 minutes after landing, he's just going to massacre everyone and leave. So, I'm not sure how to best address this from a design perspective. There are so many requirements that need to be satisfied to keep your colonists happy, and these require so much infrastructure. The depth of the human data model sorta' demands it, so from square one, you've got to establish all these things (and more):

-Power Grid
-Shelter
-Sleeping Area
-Socialization Area
-Water Treatment Facilities
-Construction Material Manufacturing Station
-Consumer Goods Manufacturing Station
-Some kind of mining operation to supply at a minimum some kind of metal and some kind of metalloid.
-DataNet Terminals, and you need these fast!
-Probably a chemical power generator and a mined fuel source
-Child Care Area, and fast! Sometimes colonists hit it off and are reproducing 20 minutes into a game.
-Fabric synthesis infrastructure for lamps and clothing.
-Lamps! And fast, too!
-Farming and food processing infrastructure. You'll run out of food and drink soon enough.

The list goes on and on, and the start of a game is something of a race to establish these things before your colonists start flipping out for want of them. And the reason you need all these is because humans need food, drink, shelter (and they're picky about this, so it needs lighting, bedding, etc), creative outlets for media production / consumption, clothing, an appropriate area to hang out with one another, an appropriate area for kids, and so on.

Because I'm swamped with these tasks as a player, I delay the introduction of events sometimes for a pretty long time. But sometimes, this can make the pace of a game feel a bit sluggish. My thought is that righteous graphics will make all this building feel more satisfying, which will help alleviate some of the pacing issues, but I need to put more thought into making the game *feel* right. If you guys have any suggestions, I'd be all ears.

Quote
theres room for small improvements that make big impacts
I agree once more. There are a bunch of little improvements that ought to help the system as a whole.
Title: Re: Outer Colony
Post by: etgfrog on August 26, 2017, 04:21:42 am
Does the need datanet terminals fast have anything related to the bug where if you forget to build a terminal in 3 days time they simply will not use them?
Title: Re: Outer Colony
Post by: Asgarus on August 26, 2017, 06:52:47 am
Does the need datanet terminals fast have anything related to the bug where if you forget to build a terminal in 3 days time they simply will not use them?

Oh that is a known bug? I thought my people were just not creative at all :D
Good thing I bought a data drive from a merchant.
Title: Re: Outer Colony
Post by: VoyagerGames on August 26, 2017, 09:40:48 am
Does the need datanet terminals fast have anything related to the bug where if you forget to build a terminal in 3 days time they simply will not use them?

Fascinating - they should use available DataNet terminals no matter what, unless some other need they have is trumping their desire to consume media. For instance, they'll eschew DataNet usage if they're starving and trying to find food, or if someone has a gun pointed in their face, but if the terminal is available and they feel like using it, they should do so.

Are you sure that the terminals are in a room connected to the power grid? Also, is there enough power available to run the things? Sometimes if you're using renewable energy sources, like wind and solar, it's easy to run out of energy reserves, and Outer Colony currently doesn't do anything to tell you about this problem. I need to log a feature request for this, come to think of it.

*Edit*
One of the biggest problems with Outer Colony now is that it doesn't do enough to tell a player what's going wrong when something is going wrong. It's something I really need to work on, because almost all players run into situations where something doesn't work, and it's entirely unclear why.
Title: Re: Outer Colony
Post by: Asgarus on August 26, 2017, 10:07:33 am
Does the need datanet terminals fast have anything related to the bug where if you forget to build a terminal in 3 days time they simply will not use them?
*Edit*
One of the biggest problems with Outer Colony now is that it doesn't do enough to tell a player what's going wrong when something is going wrong. It's something I really need to work on, because almost all players run into situations where something doesn't work, and it's entirely unclear why.

Exactly that.^^
Title: Re: Outer Colony
Post by: ollobrains on August 29, 2017, 09:35:42 pm
ah so feedback loops and explanation as to whats going on and suggested fixes, makes sense.
Title: Re: Outer Colony
Post by: etgfrog on August 29, 2017, 11:47:39 pm
(http://i.imgur.com/h0eyLs7.png)
I think that is a bit...excessive considering the original equipment manufacturing station was quality 65. So far in my new game I've gotten data terminals up by hour 17 and so far no one has used them.

On another note...why isn't nickel or cobalt a ferros metal when they both are ferromagnetic?
Title: Re: Outer Colony
Post by: Asgarus on August 30, 2017, 09:37:23 am
(http://i.imgur.com/h0eyLs7.png)
I think that is a bit...excessive considering the original equipment manufacturing station was quality 65. So far in my new game I've gotten data terminals up by hour 17 and so far no one has used them.

I had several of those artifact machines. Also chemistry toys with 350 learning value (or whatever it's called).^^

I had the terminal problem as well. No idea what causes it. Maybe there is just nobody able to create media in your group.
If I understood that correctly, a person does need creativity and high intellect to create media. Could be wrong with that though.
Title: Re: Outer Colony
Post by: ollobrains on August 30, 2017, 07:22:22 pm
so fleshing out of the creativity and media skill trees and associated content might be ago
Title: Re: Outer Colony
Post by: se5a on September 03, 2017, 08:42:32 pm
This looks pretty interesting, keen for a Linux build when you get around to that. going to see if the current demo will run in wine...

Unsuccessful. it crashed on installj4
Title: Re: Outer Colony
Post by: VoyagerGames on September 04, 2017, 09:41:46 am
Alright! This will be the September update for Outer Colony, since my work situation is about to get a bit hectic for the next few weeks. Development is chugging away in the evenings, and I think I'm settling into a bit of a rhythm with continued work on the project. I'm going to try to stick to the plan of posting at least one update here each month, so with any kind of luck, the next release and update should come by Halloween! I might even try to add something fun to Outer Colony for the holiday, so keep your eyes peeled for something neat in the next build.

Of course, you can check in on our forums (found here: http://forums.outercolony.com/index.php (http://forums.outercolony.com/index.php)) for more frequent and specific discussion.

New Release (0.5.51):

With that said, version 0.5.51 was published last night, and it contains a bunch of fixes for issues identified mostly by users here, including TheScout, etgfrog, and Asgarus, plus some semi-generalized improvements from the feedback of Madman and ollobrains. Huge thanks to you guys for contributing to this release! The time and effort you all donate to helping me improve the game is what makes this release and future ones possible.

You can see the release notes for 0.5.51, which includes a few critical bug fixes (the butchery issue found by TheScout and the gravity anomaly found by Asgarus are probably the two biggest):
(https://voyagergames.com/wp-content/uploads/2017/09/RN_5_51.png)

The biggest outstanding bug right now is an issue with human burial that I haven't quite worked through, but it should be fixed in the next release.

What's coming next?
With the decision made to overhaul our graphics style, I'm going to continue work on this process. The basics of an isometric renderer are in place, and much of the programming effort in the next month will focus on improving its efficiency and functionality.

I'm also going to need to start producing the isometric pixel art, which is going to be a 1+ year effort. With paychecks starting to hit my bank account, it now makes sense to identify a contractor to add to our team! I'm going to try to reach out to the people involved in Stonesense, since I'm crazy about the way those graphics look, and I'd love it if OC could take on a similar look and feel. I know Stonesense is a labor of love, and I'm not sure if any of those artists would be willing to work for money, but I'd be thrilled if I could recruit one of them to our team and to start churning out the thousands of sprites we're going to need.

My goal is to have a new team member added by the end of October, and maybe we'll even have a few isometric sprites to show by then!

Finally, I just want to highlight a couple of awesome colonies that people have built over the course of the last month. I'm really impressed by how well many of you guys have come to understand the game, and the emails / DMs you've sent have demonstrated a level of insight into the game's mechanics and greater purpose that I've found immensely encouraging. To see you guys playing the game and having some fun, even with Outer Colony in its bug-riddled, primordial state - it gives me some hope that we're on the right path, and that with another couple years of work, maybe it can turn into something really fun!

First, check out Tchey's colony, described on his website, here (http://jeux1d100.net/blog/2017/08/outer-colony-et-si-on-vous-disait-rimworld-dwarf-fortress-aurora/).

(http://jeux1d100.net/!/caps/ocolony/ocolony_010.jpg)
(http://jeux1d100.net/!/caps/ocolony/ocolony_009.jpg)
(http://jeux1d100.net/!/caps/ocolony/ocolony_008.jpg)

Excellent work, man. I'm always stoked to see people figuring out the game so readily!

Forum user Asgarus has managed to build a monster colony! He's been diving into some of the deeper gameplay mechanics, and much of the next release will be addressing his feature requests and bug reports. Check this colony out:

(https://i.imgur.com/keeurDp.png)
(https://i.imgur.com/k2xPpqg.png)
(https://i.imgur.com/El4snSl.png)

Excluding colonies built by members of the team, I think this might be the most highly populated colony ever constructed by an end user. Way to raise the bar, man! I'm impressed!

If anyone else has built any solid colonies lately or done anything interesting in-game, feel free to share here or on the OC forums, of course.

Addressing Questions
Finally, I'll address a few replies in this thread since my last one.

Unsuccessful. it crashed on installj4
Total bummer, man! I had hoped it'd run normally in Wine, but I see that we've got no such luck.

We do have two Linux users right now, including Tchey, but it requires a bit of Java expertise to run at the moment. As you've seen, there is no installer / auto-updater for Linux presently. You can download the executable .jar for Outer Colony at this link:

http://outercolony.com/beta/OuterColony.jar

Then make sure you've installed Java 1.8, at least update 101 and making sure you have a 64 bit version. Then from the command line, you can run Outer Colony with the following, once you've changed directories to the one containing OuterColony.jar:

java -jar OuterColony.jar -Xmx8192M

It's a bit of a pain, but if you'd like to try it, that should work.

Quote
This sounds silly but this game's name isn't doing it any favors given how many "colony" games there are.
It's funny you bring this up, Neonivek! Many years ago, the project was actually called, "The Far Reaches", but after tons of thought and discussion, we renamed it to Outer Colony. You'll still see some remnants of TFR if you look back into the project's ancient history, but we changed the name specifically because people seemed not to be able to tell anything about the game from its title. "Outer Colony" is certainly a bit more generic, but it's also more descriptive than "The Far Reaches".

We've found more success in getting people to initially click on things bearing the "Outer Colony" title, so we've stuck with it. Ironically, it seems like 80% of the battle in being a successful game developer is getting people to initially click on your thing. As an industry, it's probably driven more by hype and marketing than actual content. I suppose that's a whole separate conversation, but we're sorta' in a groove with the project's current name, so it would be rather hard to change again at this point.

Quote
I think that is a bit...excessive considering the original equipment manufacturing station was quality 65. So far in my new game I've gotten data terminals up by hour 17 and so far no one has used them.

On another note...why isn't nickel or cobalt a ferros metal when they both are ferromagnetic?
Etgfrog is right again - exceptional item calculations are a bit out of whack in the quality of goods they're yielding. They're going to have to be adjusted to yield more sane results, since right now, certain types of exceptional items have effects that are way too powerful. A single exceptional chemistry set can turn all the children in your colony into DaVincis. It's like a monolith from 2001, A Space Odyssey.

Forum user Torvus was the first to discover this on a world of his called Erkloro 8. He chronicled this journey here, on the forums. (http://forums.outercolony.com/viewtopic.php?f=10&t=70)

You're also right that Nickel and Cobalt are ferromagnetic, but my classification of ferrous metals here are limited to those that contain iron. Elemental iron, steel, and iron-bearing alloys should be ferromagnetic. Actually, I can see now that I've bungled even my own definition, as iron-bearing SMAs are classified as non-ferrous. Regrettably, my expertise in material science is highly limited, and I may have to revisit all this at some point.

Quote
so fleshing out of the creativity and media skill trees and associated content might be ago
Ollobrains is actually right here. I never thought about this, but if all your colonists are below a certain intellectual and creativity threshold, no one will produce media. I might have to do something about this, or I might have to make it so that the default stats for starting colonists includes one who's smart and creative enough to function in this capacity.

Huge thanks to everyone once again for all your testing and feedback!
Title: Re: Outer Colony
Post by: Madman198237 on September 04, 2017, 09:48:28 am
It's cool to see progress being made. I actually need to go ahead and get the game again, I'm working from a laptop for the foreseeable future... Maybe I can find some fun bugs for you to squash.

Hopefully it can scratch the space itch, since Aurora 4X won't work on laptop-sized screens (Resolution's too small...).


Anyway, again: Great job, cool seeing progress, and yes oh yes please to regular/almost regular progress reports!


EDIT:
Getting a weird install error. The installer is telling me that it can't create java.exe for some reason. It worked once, but then it tried to update from .5.5.0 or whatever to .5.5.1, and now it always hits the "can't create java.exe, would you like me to try again?" error.
Title: Re: Outer Colony
Post by: Asgarus on September 04, 2017, 11:59:41 am
Yay, my colony :)

Title: Re: Outer Colony
Post by: ollobrains on September 04, 2017, 06:03:20 pm
ill get the update and get playing today, good effort and it sounds like youre on the right track, the changes look solid, and i see from many gaming / solo or small team dev indie projects that consistant progress over time (allowing for real life and not getting in to deep either) can be a good way to keep a good project progressing over the long term.

The media / character skill development idea just seemed like a good fit, and a good way to flesh it down, ill play this update from scratch for a while and give some feedback in coming weeks
Title: Re: Outer Colony
Post by: Paxiecrunchle on September 04, 2017, 06:27:57 pm
This seems fun, if only I had had more time for stuff like this.
Title: Re: Outer Colony
Post by: The Scout on September 05, 2017, 06:08:37 am
I didn't realize floors and the like were made in batches, so I ended up making several thousand. Having it say how many a 'unit' produces would be nice,
Title: Re: Outer Colony
Post by: etgfrog on September 05, 2017, 07:22:51 am
I didn't realize floors and the like were made in batches, so I ended up making several thousand. Having it say how many a 'unit' produces would be nice,
You can always trade them away.
Title: Re: Outer Colony
Post by: Zangi on September 05, 2017, 12:54:15 pm
This game needs a better worker shift management UI.  As in one where I don't have to wait around hoping I'd ambush the right colonist that looks vaguely similar to every other colonist.  And if there is a better way, please enlighten.

(Skipped Tutorial.)
Title: Re: Outer Colony
Post by: Asgarus on September 05, 2017, 05:08:56 pm
This game needs a better worker shift management UI.  As in one where I don't have to wait around hoping I'd ambush the right colonist that looks vaguely similar to every other colonist.  And if there is a better way, please enlighten.

(Skipped Tutorial.)

Yeah, a proper overview for colonists is definitely missing.
Title: Re: Outer Colony
Post by: Zangi on September 06, 2017, 02:30:11 am
My peasants stopped doing things after I set up a bureaucracy to get into the autostuff.  (Still only the 8 original colonists working.)  Also set-up an agricultural zone and office space with table/chair.
EDIT: Apparently they got stuck on some incompleteable jobs?


And... it also kinda annoys me that even trying for underground city, there are places I cannot set-up light structures.  'Cannot build on uneven ground.'  ... I should look into using the freeform construction thing shouldn't I?  Whole thing is a lot to read up on.
Title: Re: Outer Colony
Post by: ollobrains on September 06, 2017, 03:09:23 am
do you need to dig down a bit deeper to enable lighting at those underground levels ?
Title: Re: Outer Colony
Post by: ( Tchey ) on September 06, 2017, 07:49:06 am
I'm quoted, i'm famous now, yeah !

Ahm...

Is it possible for a roof to collapse, if the room is too big ? Same question about caves ?
Title: Re: Outer Colony
Post by: Asgarus on September 06, 2017, 09:32:33 am
Zangi, have you checked the "Prison Order" checkbox by accident? That's what happened to me once and it took my ages to find out what the problem was.
You could also try to stop jobs missing materials for example. I also had people getting stuck running back and forth between two tiles while following the job to place something at a whole other position. Stopping the job fixes that. (I should document that next time it happens...)

If you are underground, be aware that there are no floors between layers like in Dwarf Fortress.
If you dig at 94 for example, you dig away the floor for 95.
I only set up the two big light buildings in the beginning now and go for proper buildings as soon as possible.

Ollo, Zangi was talking about the light (as in "not heavy") structures you start with. You can place those with the purple icon button in the building tool.

I never had any collapses happen to me, Tchey, but that might be something worth testing ;)
Title: Re: Outer Colony
Post by: The Scout on September 06, 2017, 02:49:35 pm
After shooting a snail and some sort of fish, I butchered them. Products were delivered to the stockpile as promised, but I was left with 2 'corpses'. I can make orders to butcher them but they eventually terminate without touching the body. I've had to make a cemetery and create graves for every fish I kill and butcher, otherwise my colony gets pissed there are corpses.
Title: Re: Outer Colony
Post by: se5a on September 06, 2017, 03:13:24 pm
We do have two Linux users right now, including Tchey, but it requires a bit of Java expertise to run at the moment. As you've seen, there is no installer / auto-updater for Linux presently. You can download the executable .jar for Outer Colony at this link:

http://outercolony.com/beta/OuterColony.jar

Then make sure you've installed Java 1.8, at least update 101 and making sure you have a 64 bit version. Then from the command line, you can run Outer Colony with the following, once you've changed directories to the one containing OuterColony.jar:

java -jar OuterColony.jar -Xmx8192M


I gave this a go, but I'm getting:
"Error: Could not find or load main class com.voyagergames.tfr.TFRApplication"

I had a bit of fun looking around and learned a few things about how java does things, figured out what the -Xmx does, and more importantly found the MANAFEST file, I can see it setting the path to the class it's looking for and I can see the class in the jar file, looks good, can't see any obvious spelling or capitalization problems. but it can't seem to find it when I run. stumped.
Title: Re: Outer Colony
Post by: Zangi on September 06, 2017, 04:41:28 pm
I've got like 5 people with the exact same first and last names.  ...  Oh there is a batch of 6 with same first/last names... and another 5 here... and another 4 there...


And I cannot for the life of me figure out why I my bureaucrats still won't do their bureaucrating.  Is it cause they arn't supposed to be soldiers?
Office Space designated inside an underground 5x5 light shack.   8 pairs of table/chairs.  The place is set to be communal.  Has power running to it.  Halp.
Title: Re: Outer Colony
Post by: Asgarus on September 07, 2017, 07:54:44 am
I've got like 5 people with the exact same first and last names.  ...  Oh there is a batch of 6 with same first/last names... and another 5 here... and another 4 there...

Yeah I noticed that, too. Sam is gonna adjust it at some point. I suggested to add a remark in the room assignment list for persons requesting a room and he added that in the _51 version.

No idea why your bureaucrats won't work, though.

What was the problem with the light building? (You seem to have been able to place one now)
Title: Re: Outer Colony
Post by: Zangi on September 07, 2017, 10:55:30 am
What was the problem with the light building? (You seem to have been able to place one now)
Its purely random where I can and cannot place it.  It goes against my aesthetic sense to tear down the natural walls, plus it takes 200 materials per floor/wall piece.

I tried building rooms by doing individual floors/doors.... but it just seemed to have blocked access to the places beyond.  Pathfinding for that seems to be voodoo/broken.
Title: Re: Outer Colony
Post by: Asgarus on September 07, 2017, 11:53:19 am
What was the problem with the light building? (You seem to have been able to place one now)
Its purely random where I can and cannot place it.  It goes against my aesthetic sense to tear down the natural walls, plus it takes 200 materials per floor/wall piece.

I tried building rooms by doing individual floors/doors.... but it just seemed to have blocked access to the places beyond.  Pathfinding for that seems to be voodoo/broken.

I think you are doing something wrong then. I have no problems at all with building rooms. You need 3 layers for a proper room.
3roof
2room (surrounding walls, beds, lamps, etc)
1floor
Title: Re: Outer Colony
Post by: Zangi on September 07, 2017, 11:55:27 am
That applies to underground also?  How does that work if I want multiple floors / a tower?
Title: Re: Outer Colony
Post by: Shooer on September 07, 2017, 12:27:14 pm
Everything you place takes up the Z level it's in.  This isn't DF where each Z level has floor and wall as separate parts of it.  So the floors you install will take up the first Z level, the walls the next and roof goes on the third.  So you need to dig out the foundation and ensure there is space above where you are building the roof to allow your colonists to build it.
Title: Re: Outer Colony
Post by: The Scout on September 07, 2017, 05:50:55 pm
Bug #1: Butchering corpses doesn't remove them. May be intended.
Bug #2: Burying local wildlife requires a grave marker and coffin.
Bug #3: Butchered corpses can be ordered to be butchered again. Doing so eventually has the order canceled with no results.

Not sure if intended behavior, but why do my people not drink my cactus juice over water? It's tasty as fuck.


Anyone else getting performance problems? It says 4GB for small worlds, but I'm getting massive delays with 16GB and a micro world.
Title: Re: Outer Colony
Post by: VoyagerGames on September 07, 2017, 07:07:52 pm
I've been swamped with work at my day job this week, so I haven't had a chance to monitor this thread or fix any bugs, but I just want to touch on a few topics here before I pass out for the night. Continued thanks to everyone for all your testing and issue reports!!

Bug #2: Burying local wildlife requires a grave marker and coffin.

This almost made me die laughing. I didn't think about burying wildlife, but as it stands, you're right, people will think they need tombstones and coffins for it. This is a byproduct of Outer Colony's object model for living things. "Creatures" and "Humans" are both subclasses of "Animals", and the same burial rules idiotically (and unintentionally) apply to both. I don't know why I find this so funny, but yes, this is definitely a bug. Basically, there needs to be a separate set of social norms for handling dead people and dead creatures.

Quote
Not sure if intended behavior, but why do my people not drink my cactus juice over water? It's tasty as fuck.
Those colonists are numbskulls! Cactus juice is supposed to be a total delicacy. Does your population have a cultural aversion to sweet tasting beverages? This is almost certainly a glitch in how they're weighing the merit of different kinds of beverages when deciding what to consume.

Quote
Anyone else getting performance problems? It says 4GB for small worlds, but I'm getting massive delays with 16GB and a micro world.
There definitely are still cases that can cause massive performance problems. How big is your population? It's likely that this is being caused by some nonsense happening on the periphery of your colony that you're barely aware of, but large populations can cause lag. There's a ton of room for performance improvements, I'm just putting the hardcore optimization off until I'm much closer to a proper release.

It's possible that some type of rare creature is doing something rare / stupid and eating all your processing resources. I ran into a case a few months ago where a pack of storm whales was hunting over vast tracts of open ocean. They used to have extremely long hearing ranges, and their environmental awareness processors wound up eating all the available processing as they heard sounds happening very far away and tried continuously to path through 3 space over those large distances. I wound up reducing their hearing range to cut down on some of these problems, but there are plenty of creatures species that exist in biomes I've rarely tested. Some goofy specimen on the fringe of a world might be doing something dumb and causing this.

I've got to look at se5a's issue and try to figure that out at some point soon. We really need a proper Linux installer - that's the real answer.

And Zangi, you're totally correct - there's way too much stuff that's entirely counter-intuitive. There's probably some aspect of your office space that isn't quite perfect or something else like that. I've never tested light structures underground - in fact, I've never even thought to build them there, so you're in uncharted territory and are likely uncovering tons of bugs. In interacting with Asgarus, one of the biggest general issues is something you're experiencing now. When things don't work, as a player, no one has any clear idea as to why. It's a significant problem that I've got to address.

Finally, as for structures, Outer Colony's are a bit weird. Shooer is right, proper structures' nodes occupy full volumes (an entire Z level) themselves. Light structures sorta'-semi have walls, floors, and ceilings within a single tile, while free-form structures do not. The system just sorta' evolved this way. Initially, there were no such things as light structures, but I added them to the game to help players get started, as building proper structures was proving a major challenge to brand new players. Now, though, it's almost like there are two competing systems for structures, and I'm not sure if it's a problem. I need to think more about this, too.

I'm going to get some sleep soon, but I will try to provide more thorough responses this weekend. You guys are seriously awesome with this play-testing.
Title: Re: Outer Colony
Post by: The Scout on September 07, 2017, 08:04:00 pm
Colonists were Surssians with an extreme preference for sweet things.

I've killed everything that doesn't live in the ocean. Not sure how many colonists counts as a large amount, but I've only got 12. I'll try to fish everything out the ocean to see if that helps.
Title: Re: Outer Colony
Post by: se5a on September 08, 2017, 01:51:01 am
I've got to look at se5a's issue and try to figure that out at some point soon. We really need a proper Linux installer - that's the real answer.

Cool, it's a tricky one since as I understanding it it's Java itself failing to find the main class from the manifest, so its finding the manifest, but the program never really starts.
I don't know much about how Java does things so I'm shooting in the dark trying to figure out exactly where it's looking and why it's not looking in the right place.
 
If you're going to look at a linux installer, I'd maybe look at Flatpak... 
While I have had issues with it in the past as a user (monodevelop uses it) mainly related to how it sandboxes the application, which for an IDE is less than useful.
For a game written in Java it might be just the ticket since you'd include the Java runtime in the package, and not have to worry about the JRE version etc.
Having the JRE sandboxed as well is either really good or a little pointless depending on the users view of java, and weather they want it on their machine or not.
On the flip side, you'd have to figure out how to package it,
then how to allow the network traffic through the sandbox, but iirc it's just a setting somewhere that should be  part of the flatpak install script thing or however they do it.
and then figure out how flatpak does it's updates...
So there's some overhead, which you'd likely get whatever you use, but Its an option to look at anyway.
Title: Re: Outer Colony
Post by: Zangi on September 08, 2017, 02:35:59 am
And Zangi, you're totally correct - there's way too much stuff that's entirely counter-intuitive. There's probably some aspect of your office space that isn't quite perfect or something else like that. I've never tested light structures underground - in fact, I've never even thought to build them there, so you're in uncharted territory and are likely uncovering tons of bugs. In interacting with Asgarus, one of the biggest general issues is something you're experiencing now. When things don't work, as a player, no one has any clear idea as to why. It's a significant problem that I've got to address.

Finally, as for structures, Outer Colony's are a bit weird. Shooer is right, proper structures' nodes occupy full volumes (an entire Z level) themselves. Light structures sorta'-semi have walls, floors, and ceilings within a single tile, while free-form structures do not. The system just sorta' evolved this way. Initially, there were no such things as light structures, but I added them to the game to help players get started, as building proper structures was proving a major challenge to brand new players. Now, though, it's almost like there are two competing systems for structures, and I'm not sure if it's a problem. I need to think more about this, too.

I'm going to get some sleep soon, but I will try to provide more thorough responses this weekend. You guys are seriously awesome with this play-testing.

Can't believe I'm the first to bring up issues with underground light structures. ...  It seemed a natural thing to do.
Anyways, I've also noticed that the AI sometimes wanders back and forth on a different floor from their destination, like trying to feed babies or something.  (1 stair/entrance between the surface and the underground colony.  Underground area is built wide.)

I assume, from my experience you'll have to take a long look at how light structures... and floors/doors(they blocked pathing when I tried) bjork the underground.
Though, the way I did my underground is cut out paths and individual squares to hold the light structures, rather then mining out every-which-way.

If I may suggest, allow floors to also act as roofing for the floor below?  That would make things much more simplistic, plus... it makes sense for multifloor buildings.  Not so much when you have a multifloor building, where each floor has an arbitrary double layer of building material between them. ... awesome for vermin I guess? 
You essentially build both out of the same amount of materials anyways.

Also, do I need to use the room autobuild option to make custom buildings register?  Or am I able to individually build and designate rooms/buildings on my own?  My limited experience in using the autobuild option, putting in the numbers for dimensions, it just doesn't match.

I get huge lag when designating a large chunk of area for logging / plant gathering, it even does the hickup when I do around a 7x7 area.  Also happened when I set up an agricultural zone for my Agricultural Bureaucrat...

It irks me that I can't build the mine stairs down to floor 1.  The pop-up even says floor 1 should be an option.

(I've stopped playing for now, considering how frustrating it is to manage peasants.  It is worse then doing it in DF... plus the underground city issues.)
Title: Re: Outer Colony
Post by: Shooer on September 08, 2017, 07:38:39 am
If I may suggest, allow floors to also act as roofing for the floor below?  That would make things much more simplistic, plus... it makes sense for multifloor buildings.  Not so much when you have a multifloor building, where each floor has an arbitrary double layer of building material between them. ... awesome for vermin I guess? 
You essentially build both out of the same amount of materials anyways.
It only checks if there is a roof above it, not if it's covered directly with a roof.
Title: Re: Outer Colony
Post by: Asgarus on September 08, 2017, 05:01:45 pm
If I may suggest, allow floors to also act as roofing for the floor below?  That would make things much more simplistic, plus... it makes sense for multifloor buildings.  Not so much when you have a multifloor building, where each floor has an arbitrary double layer of building material between them. ... awesome for vermin I guess? 
You essentially build both out of the same amount of materials anyways.
I don't use roofs anymore. Floors work just as well.Otherwise you couldn't do multi storage buildings, and I have those in my colony.^^
Underground you should just have to dig out a room and place a door at the entrance. That should be a proper room (as long as you don't have holes in the ceiling/ground).

Also, do I need to use the room autobuild option to make custom buildings register?  Or am I able to individually build and designate rooms/buildings on my own?  My limited experience in using the autobuild option, putting in the numbers for dimensions, it just doesn't match.
Never used autobuild. As long as the room as no holes in the floor/ceiling/walls you can designate it as a private/communal room.

I get huge lag when designating a large chunk of area for logging / plant gathering, it even does the hickup when I do around a 7x7 area.  Also happened when I set up an agricultural zone for my Agricultural Bureaucrat...
I get that, too. Not sure why.

(I've stopped playing for now, considering how frustrating it is to manage peasants.  It is worse then doing it in DF... plus the underground city issues.)
Yeah, colonist management definitely needs to be worked on.

edit:
I've just tried to assign rooms underground. It works perfectly fine for me. Even rooms with multiple Z levels are created correctly.
   83       82       81
DDDDD DDXDD DDDDD D = Dirt
DDDDD DAAAD DDDDD A = Air
DDDDD DAAAD DDDDD X = Door
DDDDD DAAAD DDDDD
DDDDD DDDDD DDDDD

Works totally fine.


I can't place light structures underground though.


edit again:
Also, do I need to use the room autobuild option to make custom buildings register?  Or am I able to individually build and designate rooms/buildings on my own?  My limited experience in using the autobuild option, putting in the numbers for dimensions, it just doesn't match.

I just tested autobuilding. Seems to work fine, too. The dimensions you enter are the inner dimensions without walls. So if you want a 3x3 room, you need a 5x5 area. 3 for the room, 1 for the walls and 1 for the stairs outside.
Title: Re: Outer Colony
Post by: Paxiecrunchle on September 08, 2017, 07:20:50 pm
I appreciate the emergent-ish nature of the AI in this game, from what I've heard, is there anything they really cannot do at the moment?
Title: Re: Outer Colony
Post by: ( Tchey ) on September 09, 2017, 03:09:55 am
It seems many of you are playing OC like Dwarf Fortress (tower-dungeon-like), while i feel i'm playing it more like RimWorld (village-like). I did dug mines, but i even didn't try to build underground. I thought about doing it, but as i have premade stuctures, it "feels more right" to build outside and consider the underground only for resources gathering.

I like to see different approaches on the same game from different players, it's always interesting.
Title: Re: Outer Colony
Post by: Asgarus on September 09, 2017, 05:44:03 am
Well, sometimes I build proper buildings outside in DF, too. Most of the time not though :P
But I also play OC more as a village builder with big, multiple storage buildings and streets and stuff. Only digging down to mine resources.

edit: not using premade structures, though. Designing all buildings by hand.
Title: Re: Outer Colony
Post by: VoyagerGames on September 10, 2017, 09:26:17 am
Good questions about how floors / roofs work. The way it's supposed to work, at present, is to have a layer of floor tile in between each story in a multi-story building. Then, the roof is supposed to be covered in roof tiles. The game does some analysis, and colonists should like a building much less if it isn't capped with a proper roof, at its very top Z level. Stairs are also allowed at the top Z-level, to facilitate roof access.

(I've stopped playing for now, considering how frustrating it is to manage peasants.  It is worse then doing it in DF... plus the underground city issues.)

I read you loud and clear, man, and this is an issue that's been brought to the forefront by Asgarus and OC forum user Torvus. Asgarus started a thread on the OC forums a while back about basically this topic, and I'm curious about what the best tools / mechanisms are for managing large numbers of dwarfs in DF. Is there anything I can look at for inspiration? I'm envisioning a user interface that shows a searchable / sortable list of all the colonists, plus information about their stats, skills, primary jobs, etc, but if you guys have a tool / plugin for DF that you recommend highly, I'd like to check it out, for ideas.

Quote from: Tchey
It seems many of you are playing OC like Dwarf Fortress (tower-dungeon-like), while i feel i'm playing it more like RimWorld (village-like). I did dug mines, but i even didn't try to build underground. I thought about doing it, but as i have premade stuctures, it "feels more right" to build outside and consider the underground only for resources gathering.

I love seeing the different approaches people are taking here, too! This, too, isn't stated anywhere, but humans dislike living underground in Outer Colony. It harms their creativity and happiness if they're forced to do so for extended periods of time.

Everyone posting in this thread has been a tremendous resource for identifying ways to improve the game. It's always really exciting for me to see someone post feedback or suggest an area for improvement, and I think that every time one of these changes is made, the game gets a little bit more playable and fun. I like the idea of light structures underground in particular. There is an actual advantage to this, as temperatures are stable and comfortable underground. Right now, buildings aren't drawing power for HVAC, but when they do, a fully subterranean settlement would use less energy than its above-ground counterpart.

As a quick weekend update, I'm going to try to work on the duplicate name issues today, and I'm going to work more on identifying an isometric pixel artist to start remaking all the graphics. The sooner I find our new artist, the sooner that the longest and most expensive process can get underway, so it's my top priority for now. This is going to be a really busy week at work, but I'll keep you guys posted on progress as I get close to cutting another release.
Title: Re: Outer Colony
Post by: VoyagerGames on September 10, 2017, 09:56:12 am
Oops, I am sorry for the double-post. I was trying to edit the last one, but I messed up.

Quote from: Paxiecrunchle
I appreciate the emergent-ish nature of the AI in this game, from what I've heard, is there anything they really cannot do at the moment?

Thanks for the kind words, man! Also, as for what colonists can't do, they definitely struggle hard with certain classes of problems. In some areas, the numbers that I'm using to weigh actions and goals get out of whack, leading to strange behaviors. Most importantly, though, the colonists lack a coherent model for common sense, so they sometimes end up engaging in plainly stupid actions as they try calculating their way to optimal solutions.

This article is from 2016, but it describes an early problem I had with getting the NPCs to behave properly. It's a little bit funny, but it gives some insight into the kinds of problems they can run into.

https://voyagergames.com/i-love-tfr-bugs/ (https://voyagergames.com/i-love-tfr-bugs/)
Title: Re: Outer Colony
Post by: Madman198237 on September 10, 2017, 10:52:59 am
Hey, VoyagerGames!

Sorry, you missed my last post and I need a good sci-fi game.

I've had some issues with downloading it, suffering an error that says something about it being unable to install java.exe.
Title: Re: Outer Colony
Post by: ( Tchey ) on September 10, 2017, 11:58:02 am
I'm curious about what the best tools / mechanisms are for managing large numbers of dwarfs in DF. Is there anything I can look at for inspiration? I'm envisioning a user interface that shows a searchable / sortable list of all the colonists, plus information about their stats, skills, primary jobs, etc, but if you guys have a tool / plugin for DF that you recommend highly, I'd like to check it out, for ideas.

Dwarf Therapist "of course" :

(https://s2.qwant.com/thumbr/0x0/e/3/71127801d398ac5432d56e317ef09e/b_1_q_0_p_0.jpg?u=http%3A%2F%2Findius.org%2Fwp-content%2Fuploads%2F2015%2F02%2Findius-dwarf-fortress-dwarf-therapist.jpg&q=0&b=1&p=0&a=1)
Title: Re: Outer Colony
Post by: VoyagerGames on September 10, 2017, 06:31:23 pm
Sorry, you missed my last post and I need a good sci-fi game.

I've had some issues with downloading it, suffering an error that says something about it being unable to install java.exe.

Haha, oh no! I'm a spas, sorry I missed your post. I'm trying to do everything on time blocks now that I'm so low on free time, so I'm limited to scanning this thread a bit in order to fit in time for bug fixing and ironing my work shirts.

It sounds like the auto-updater may have gotten itself into a weird state that I've never encountered before. I know this is pretty terrible, but the only advice I can think to give is to try un-installing completely, then downloading it once more, and installing it again from scratch. That may work, but if it does not, I'll see what else I can think of to try to get it working for you again.

Thanks, as always, for your patience!

And Dwarf Threapist looks amazing...that, right there, is what Outer Colony needs. Thanks, Tchey!
Title: Re: Outer Colony
Post by: MrWiggles on September 10, 2017, 06:35:10 pm
So can you buy this game, or is it just the demo?
Title: Re: Outer Colony
Post by: Vivalas on September 10, 2017, 07:35:39 pm
The demo appears to be the latest version, with an exception. Unsure what the final payment model will be, but anyways this game looks neat!

That exception, is that the demo link on the front page links to 0.5.50, while the newest version is 0.5.51. You can get around this by just copying the link address of the demo button, and changing "50" to "51".

Anyways, is it possible for colonists to rebel, get in fights, or otherwise be ruffians? I like the idea of trying to run a tyrannical dystopian colony and indoctrinating everyone to be aggressive and loyal warriors. I'm wondered if justice is currently like DF, where you want to prefer weak sheriffs since strong ones tend to give overzealous beatings and kill your dwarfs, and because dwarfs don't fight back or resist arrest. Do colonists fight back here and otherwise try to cause trouble for various reasons? Like murdering the third member of your love triangle since you really want that girl, etc, or resisting arrest?
Title: Re: Outer Colony
Post by: MrWiggles on September 10, 2017, 09:40:53 pm
Thank you.
Title: Re: Outer Colony
Post by: dennislp3 on September 10, 2017, 10:05:36 pm
And Dwarf Threapist looks amazing...that, right there, is what Outer Colony needs. Thanks, Tchey!

It is indeed amazing. Even popping in a stripped down version to handle only jobs and saving bells and whistles for later would be a major improvement in OC when it comes to managing people.
Title: Re: Outer Colony
Post by: Zangi on September 11, 2017, 01:15:41 am
While we are talking about UI upgrades....  that event log. 
It needs a filter.   I don't really care that Colonist #5 went to sleep.... for the umpteenth time during the same leisure shift.  Seriously, they usually have nothing better to do and their sleep time is like 5 seconds. 

I know some players have gotten much farther then me... is that 4 line event log a whirlwind or what?  Already bad enough for me after buying another set of peasants and they also procreated.
Title: Re: Outer Colony
Post by: Asgarus on September 12, 2017, 07:28:19 am
While we are talking about UI upgrades....  that event log. 
It needs a filter.   I don't really care that Colonist #5 went to sleep.... for the umpteenth time during the same leisure shift.  Seriously, they usually have nothing better to do and their sleep time is like 5 seconds. 

I know some players have gotten much farther then me... is that 4 line event log a whirlwind or what?  Already bad enough for me after buying another set of peasants and they also procreated.

Most of the time it isn't of any help if I want to check it after noticing something weird because it only goes back so far.
It would be nice to have a more detailed event log in an extra window like the request window.
You could have a table that shows different detailed information like

EventDescriptionCoordinates
Furniture manufacturedBob successfully manufactured a bed using Furniture Manufacturing Station10;20;70
Someone diedKenny just died from old age13;15;70
Someone diedKenny just died from a wound caused by Bill40;50;70
Manufacturing completedBob successfully completed the manufacturing of 10 beds.10;20;70

While names and coordinates can be clicked to jump to the person/position.

Of course with proper filters.
Title: Re: Outer Colony
Post by: ollobrains on September 13, 2017, 05:48:11 am
proper filters would reduce some of the tracking rage (or a seperate window with the last 100 events)
Title: Re: Outer Colony
Post by: ollobrains on September 16, 2017, 10:42:48 pm
anyone else playing this ? ive been progressing here and there, waiting for the rimworld a18 update as well
Title: Re: Outer Colony
Post by: Asgarus on September 17, 2017, 12:51:22 pm
Not right now. I guess I will make a new colony once the colonist management is a bit less of a burden. :P
Title: Re: Outer Colony
Post by: Paul on September 17, 2017, 11:08:20 pm
Played around with it a bit.

Is it just me, or do workers randomly decide to skip a whole day or more of work to produce virtual media? Even when not assigned the job and with zero skill in writing?

I have a ton of data terminals and all my workers are constantly playing with writing virtual media instead of harvesting crops and producing stuff. One couple has been waiting for days to get a bed in their new house because both my consumer goods manufacturer guys are writing virtual media instead,

Work orders seem horribly inefficient too. I can't seem to find a way to differentiate food vs other raw materials. My food station is 1 step from the food stockpile, but all the meat and crops get brought to the materials one. Ordered 100 grennage rolls, the guy walks back and forth twice each time to grab small stacks of meat and grennage. Then produces one roll and does it again. Then another worker runs way across to pick up the single grennage roll and drops it, then runs back to the social area, then comes all the way back to grab another one.


... was just watching one of my workers. He finally finished producing virtual media, went and got materials to make a bed, started work on it, then decided it was leisure time. Then he ran around socializing and such a bit, then started producing more virtual media.
Title: Re: Outer Colony
Post by: VoyagerGames on September 18, 2017, 08:55:33 pm
Not right now. I guess I will make a new colony once the colonist management is a bit less of a burden. :P

I had a monster week at work last week, but this is the next feature I hope to tackle. I'm aiming to work on this a lot this weekend, and it'll probably be the last significant feature I take on before shifting my focus onto improving the isometric rendering framework.

And you're completely right, Paul - the workers are far too willful right now in blowing off orders, and it makes for a more frustrating gameplay experience than it should be. A lot of this comes down to tweaking numbers in how they weigh their goal selection options. One of the downsides of the way that the AI is designed is that it can be hard to get it to achieve a *specific* thing, and that makes it a little bit challenging from a game design standpoint.

Huge thanks for your continued testing too, ollobrains! I'm adding an improved event viewing interface to my stack of feature requests. That is another essential addition.

I appreciate everyone's patience here, and I'm sorry again for being so slow in hammering these fixes and features out!
Title: Re: Outer Colony
Post by: Asgarus on September 19, 2017, 03:58:18 am
Don't worry ;) Most of us have jobs, we know it can be rather time-consuming at times.
Take as much time as you need.
Title: Re: Outer Colony
Post by: ollobrains on September 20, 2017, 07:20:10 pm
Not right now. I guess I will make a new colony once the colonist management is a bit less of a burden. :P

I had a monster week at work last week, but this is the next feature I hope to tackle. I'm aiming to work on this a lot this weekend, and it'll probably be the last significant feature I take on before shifting my focus onto improving the isometric rendering framework.

And you're completely right, Paul - the workers are far too willful right now in blowing off orders, and it makes for a more frustrating gameplay experience than it should be. A lot of this comes down to tweaking numbers in how they weigh their goal selection options. One of the downsides of the way that the AI is designed is that it can be hard to get it to achieve a *specific* thing, and that makes it a little bit challenging from a game design standpoint.

Huge thanks for your continued testing too, ollobrains! I'm adding an improved event viewing interface to my stack of feature requests. That is another essential addition.

I appreciate everyone's patience here, and I'm sorry again for being so slow in hammering these fixes and features out!

nope thanks for making a good deep game, no rush on getting it going, real life first, enjoyable in its current state and will continue to test as each new update comes out
Title: Re: Outer Colony
Post by: Paxiecrunchle on September 22, 2017, 12:46:43 am
So you said this was inspired by sim earth? You mean the graphics? Otherwise I see fairly little relationship?
Title: Re: Outer Colony
Post by: VoyagerGames on September 24, 2017, 08:11:21 pm
Hi, guys, just a quick update this weekend! I had some free time last night to start properly working on the general colonist management interfaces. Some of the screenshots of Dwarf Therapist look tremendous, so much of my functional design draws on that. This is extremely early look at what I'm doing, but I've built a primordial version of an activity management screen:

(https://voyagergames.com/wp-content/uploads/2017/09/ColManUITry1.png)

You can flip on and off activities here for all your colonists' work shifts. Right now, turning the activities on will just set them at the default priority, but I'm going to make it so that you can specify priorities from this screen, too. I also have a plan for it to provide color-coded recommendations for which colonists should do what. Finally, if you don't want to manage any of it, I'll include a button that'll auto-optimize everything, just like the minister of labor does when he works. When you hit the button, everyone's activities and priorities will be algorithmically optimized.

I would've liked to have gotten further this weekend, but my girlfriend had a meltdown today about not spending enough time with her. My Sunday was spent shopping for autumn house decorations. A wreath was purchased. Disaster averted. Hopefully I'll get further along with this during the nights this week.

So you said this was inspired by sim earth? You mean the graphics? Otherwise I see fairly little relationship?

You're certainly right that the gameplay in SimEarth is quite different from Outer Colony! The inspiration I've drawn from it is much more conceptual. When I played SimEarth as a kid, it was really the first software I ever saw that attempted to comprehensively model a world. It just made me think about computer programs in a different way, and that's how it helped inspire Outer Colony. It might've even helped prompt my career as a software engineer. SimEarth and Will Wright's ideas were decades ahead of their time, and I think it's one of the most underrated games out there.

With any luck, I'll be able to post more screenshots of an improved colonist management interface next weekend. I'm hoping to have the update ready within a few weeks, and I really hope it makes the mechanics of playing Outer Colony much easier.
Title: Re: Outer Colony
Post by: se5a on September 24, 2017, 09:27:04 pm
Rimworld has a similar thing where you can put it in advanced mode and instead of just on/off you can give each thing a priority of 1 - 4. (or off)
Title: Re: Outer Colony
Post by: Asgarus on September 25, 2017, 05:28:53 am
Hi, guys, just a quick update this weekend! I had some free time last night to start properly working on the general colonist management interfaces. Some of the screenshots of Dwarf Therapist look tremendous, so much of my functional design draws on that. This is extremely early look at what I'm doing, but I've built a primordial version of an activity management screen:

(https://voyagergames.com/wp-content/uploads/2017/09/ColManUITry1.png)

You can flip on and off activities here for all your colonists' work shifts. Right now, turning the activities on will just set them at the default priority, but I'm going to make it so that you can specify priorities from this screen, too. I also have a plan for it to provide color-coded recommendations for which colonists should do what. Finally, if you don't want to manage any of it, I'll include a button that'll auto-optimize everything, just like the minister of labor does when he works. When you hit the button, everyone's activities and priorities will be algorithmically optimized.

I would've liked to have gotten further this weekend, but my girlfriend had a meltdown today about not spending enough time with her. My Sunday was spent shopping for autumn house decorations. A wreath was purchased. Disaster averted. Hopefully I'll get further along with this during the nights this week.

...


That looks very promising already!
I hope there will be tables like that for other colonist-related information, too.

But as always: Real life comes first. ;)
Title: Re: Outer Colony
Post by: etgfrog on September 25, 2017, 08:21:59 am
Might I recommend putting the skill level of the characters to the left of the check boxes for each related task for the ones that are relevant?
Title: Re: Outer Colony
Post by: ( Tchey ) on September 25, 2017, 10:13:20 am
Rimworld has a similar thing where you can put it in advanced mode and instead of just on/off you can give each thing a priority of 1 - 4. (or off)

Ah yes indeed, and it's even better.
Title: Re: Outer Colony
Post by: The Scout on September 26, 2017, 11:56:18 am
Island life is hard. The lack of resources is frustrating, but traders leave their ship and walk to the bottom of the ocean trying to find "A safe location". Maybe they're trying to walk along the bottom to the opposite shore?
Update: Two of them are missing, one is still journeying downwards and the ship left.
2nd Update: Migration request went smoothly. 2nd trade ship had 2 of the 4 plunge into the ocean immediately. After unloading half of the stuff I bought, the other 2 also walked off into the ocean. I swear they're all secretly deep ones.
Title: Re: Outer Colony
Post by: ollobrains on October 02, 2017, 06:35:06 pm
you can always assist by building deep down for them at least make them comfortable
Title: Re: Outer Colony
Post by: VoyagerGames on October 02, 2017, 08:07:20 pm
Might I recommend putting the skill level of the characters to the left of the check boxes for each related task for the ones that are relevant?

That's an extremely solid idea. It's a little tricky, because many skills often influence single activities, and physical / personality traits often play roles, too. Accuracy when firing an assault rifle, for example, is directly influenced by dexterity, infantry maneuvering skill, and skill on the weapon type, but also by a bunch of indirect and temporary factors, like the operator's fatigue and fear. Fatigue and fear are aggravated and mitigated by traits like aggression and self discipline, as well as cultural factors and the human's own world view / preferences. Environmental awareness and situation specifics, like proximity to family members in life threatening situations, can also play a huge role.

The paragraph above may be a bit meandering, but it serves as a use case to demonstrate what I need provide users. All these factors play roles in the execution of this particular action, but it's not shown well enough to users yet, and I'm not sure what the best way is to display all the data. All these different factors just feed their own modifiers into the equations; I don't think I necessarily need to theory-craft the whole thing for players and explain exactly how all of it works, but some visual flavor of overview needs to be given to help guide users in optimizing their colonists' behaviors.

To that end, I've been trying to come up with good ideas to concisely display *most* of what a user needs to play the game properly. I built out a few in this colonist management UI for visually displaying all skills using area squares, like dwarf therapist. Again, this is a very early development screenshot, but here's an idea of what it'll look like:
(https://voyagergames.com/wp-content/uploads/2017/10/Skill_View.png)

I've only been able to develop a few hours here and there for the last week and a half, but I've got a long weekend coming up, and I hope I can use it to cut a new release with the first version of this interface for you guys to mess around with.

Quote
Island life is hard. The lack of resources is frustrating, but traders leave their ship and walk to the bottom of the ocean trying to find "A safe location". Maybe they're trying to walk along the bottom to the opposite shore?
This is a great test case, Scout. I haven't messed around with building in areas that are surrounded by water, and this will probably play havoc with some of my location utility functions. I wonder what the hell those idiots are running from, prompting them to find a safe location. I might need to expand the action text for this activity to provide that information.

Did they at least drown when they idiotically tried hiding at the bottom of the ocean? If they're still alive and just hanging out down there, this is indication of a pretty serious bug with drowning calculations. This is a great test case you're trying out - I can't believe I haven't really played on a small island before, but huge thanks for thinking of this!
Title: Re: Outer Colony
Post by: The Scout on October 02, 2017, 10:10:20 pm
Quote
Island life is hard. The lack of resources is frustrating, but traders leave their ship and walk to the bottom of the ocean trying to find "A safe location". Maybe they're trying to walk along the bottom to the opposite shore?
This is a great test case, Scout. I haven't messed around with building in areas that are surrounded by water, and this will probably play havoc with some of my location utility functions. I wonder what the hell those idiots are running from, prompting them to find a safe location. I might need to expand the action text for this activity to provide that information.

Did they at least drown when they idiotically tried hiding at the bottom of the ocean? If they're still alive and just hanging out down there, this is indication of a pretty serious bug with drowning calculations. This is a great test case you're trying out - I can't believe I haven't really played on a small island before, but huge thanks for thinking of this!
Most of them just vanished, but atleast one from each shuttle is hiding at the bottom of the ocean.
I'm no good with the building system, so the colony lives underground and has the important stuff up top.
Title: Re: Outer Colony
Post by: ollobrains on October 08, 2017, 04:31:07 am
im liking the new approach UI to needs / jobs / allocation of tasks it is looking good
Title: Re: Outer Colony
Post by: VoyagerGames on October 09, 2017, 01:45:42 pm
There's nothing like a long weekend for getting some Outer Colony work done, and version 0.5.52 should be going live momentarily. This release is focused entirely on the new colonist management interface, which hopefully gives a little bit of the functionality needed to make running a colony easier. My focus here was really on reducing tedium and presenting data in a quickly accessible manner.

With that said, this release is just a first crack at things! I'm the only one who's used it at all so far, and I'm positive you guys are going to recognize improvements that can be made as soon as you try it out. There are a few things I already want to add, like etgfrog's suggestion for showing related skills / stats next to activities in the work configuration view, but I couldn't come up with an elegant way to do it.

I'm thinking tooltips, perhaps! This is to say that when you hover the mouse over a particular job, a graphic will pop up that shows skill and stat levels for everything related to the activity. I didn't have time to code it today, and I didn't want to hold up this initial release any further, but it's something I hope to experiment with in the coming weeks.

With that said, here's a quick overview of the new interface. It can be accessed from the top menu bar, under Colony Configuration -> General Colonist Management.

(https://voyagergames.com/wp-content/uploads/2017/10/Activities_Simple.png)

The first thing you'll see is the simplified activity management view. You can change views by clicking on the drop-down box in the top left corner of the UI. You can check and uncheck boxes here to simply enable and disable types of work for colonists.

Also, in both this and the advanced activities view, you can click the "Auto Configure All" button - this will algorithmically set work priorities on all activities for all colonists, based on their calculated aptitudes. Basically, clicking this button performs the exact same task that a competent minister of labor will perform during his work shift. The algorithm isn't perfect, and players may still want to tweak priorities for a bunch of reasons, but this will generally make colonists do the things they're best at.

(https://voyagergames.com/wp-content/uploads/2017/10/Activities_Advanced.png)

The second part of the activity view is its advanced mode. Here, you can set specific priorities for all the different tasks.

(https://voyagergames.com/wp-content/uploads/2017/10/Skills.png)

Next, there's a skills view. This is pretty straightforward, showing all the skill levels of all your colonists. Consult the map key at the top of the window for a description of how to read the graphics, but hopefully it's visually intuitive. You can also click on the column headers to sort colonists by skill level. For example, if you want to see the most skilled miners, click on the "Mine" column header.

(https://voyagergames.com/wp-content/uploads/2017/10/Stats_View.png)

Finally, there's the stats view. This shows all the physical and personality stats for your colonists. Again, you can click on the column headers to sort your colonists, which I've found pretty handy.

If you guys have any questions or suggestions, please feel free to post them, as always! I know there's still a lot of room for improvement here, but I hope it makes the mechanics of playing the game a bit easier.
Title: Re: Outer Colony
Post by: ( Tchey ) on October 09, 2017, 03:46:43 pm
I need to try it, but from here, it seems to be an excellent RimDwarfWorldTherapist-ish tool.
Title: Re: Outer Colony
Post by: ollobrains on October 17, 2017, 09:07:18 pm
it seems like a good solid improvement and will make colonist management a lot easier, and additional room to build on it
Title: Re: Outer Colony
Post by: ollobrains on October 21, 2017, 10:32:20 pm
its actually a pretty wide range of duties adn roles already embedded in the game as well
Title: Re: Outer Colony
Post by: ollobrains on October 25, 2017, 04:47:49 pm
anyone else been playing this latley, i have gotten a fair way into a game current bugs and all that.  Quite enjoyable
Title: Re: Outer Colony
Post by: Asgarus on October 25, 2017, 05:11:21 pm
Unfortunately not that much recently. I'm busy with other games. I will definitely come back to this though.

Sam, have you found an artist for the iso graphics yet? Just out of curiosity. :)
Title: Re: Outer Colony
Post by: ( Tchey ) on October 26, 2017, 02:35:56 am
I hold myself from playing, waiting for a mode advanced developpement. I really enjoyed my previous attempts, i  just don't want to burst myself too much. When i'm playing very early alpha, i prefer to wait a few updates between my sessions, so i can provide better feedbacks with a fresh mind.
Title: Re: Outer Colony
Post by: Ehndras on October 28, 2017, 09:35:06 am
Holy crap, its the game I've waited my whole life to find!
Title: Re: Outer Colony
Post by: ollobrains on October 31, 2017, 03:50:10 am
its a good title, im playing a bit of this and a bit of the new alpha 18 rimworld just while we wait for the next small update whenever that is of outer colony
Title: Re: Outer Colony
Post by: Ehndras on October 31, 2017, 12:34:39 pm
Played around with it a bit.

Is it just me, or do workers randomly decide to skip a whole day or more of work to produce virtual media? Even when not assigned the job and with zero skill in writing?

I have a ton of data terminals and all my workers are constantly playing with writing virtual media instead of harvesting crops and producing stuff. One couple has been waiting for days to get a bed in their new house because both my consumer goods manufacturer guys are writing virtual media instead,

Work orders seem horribly inefficient too. I can't seem to find a way to differentiate food vs other raw materials. My food station is 1 step from the food stockpile, but all the meat and crops get brought to the materials one. Ordered 100 grennage rolls, the guy walks back and forth twice each time to grab small stacks of meat and grennage. Then produces one roll and does it again. Then another worker runs way across to pick up the single grennage roll and drops it, then runs back to the social area, then comes all the way back to grab another one.


... was just watching one of my workers. He finally finished producing virtual media, went and got materials to make a bed, started work on it, then decided it was leisure time. Then he ran around socializing and such a bit, then started producing more virtual media.

Contrats, you've discovered the lazy facebook/twitter nuts of the future.

...This is why I play the low-tech rimworld clans and don't have data uplinks :P
Title: Re: Outer Colony
Post by: Ehndras on October 31, 2017, 12:39:44 pm
Pssst: you can tell them to work during leisure hours too by checking the associated boxes in the character main display.

Useful, also, for not letting your soldiers dick around when you're expecting trouble.

My one amazing genius 100-skill max stat female, Gartha or some such, just married and was impregnated by a rando who saw lots of infantry combat action from killing annoying pests who kept trying to eat my food. Lo and behold, she's extremely attracted to those who've seen combat. Go figure.
Title: Re: Outer Colony
Post by: VoyagerGames on November 03, 2017, 10:33:48 am
Huge thanks for the continued playtesting and feedback, guys!

Quote
Sam, have you found an artist for the iso graphics yet? Just out of curiosity. :)
I think I'm close to making an exciting announcement on this front. I'm talking with a really, really, really talented isometric pixel artist, and I'm very excited about the prospect of bringing her onto the team. I'll hold off on saying more until our situation becomes more certain, but I'll post an update as soon as I have solid news on that front.

Tchey and Asgarus, you guys are definitely taking the right approach by holding off on playing a ton. I think it'll be way more fun after another few patches and once the graphics overhaul is underway, and I think people do much better testing when they're really into the experience. I'll post here when the next patch is out!

And thanks for the continued feedback, ollobrains! I'm hoping to get another patch out with a few more minor bug fixes next month, in parallel with the graphics overhaul. Progress is a bit slow this month, due to some circumstances outside my control, but I'm still plugging away when I can get a free hour here or there. Stay tuned!

Thank you for trying it out, too, Ehndras. Setting colonists to work on leisure shifts is a solid way to keep 'em chugging...so long as you don't mind them getting a little unhappy about having to work around the clock!

Quote
Contrats, you've discovered the lazy facebook/twitter nuts of the future.
This cracks me up! The media system is one of the funniest parts of the game sometimes, and I'm always amused when people become consumed by an obsession to fiddle around on the DataNet terminals.

Quote
My one amazing genius 100-skill max stat female, Gartha or some such, just married and was impregnated by a rando who saw lots of infantry combat action from killing annoying pests who kept trying to eat my food. Lo and behold, she's extremely attracted to those who've seen combat. Go figure.
Haha, that's really funny! I love it when people pay attention to the interactions of individual colonists like this - I always have fun watching their little lives unfold. There might be a good reason for her liking this kind of thing. Are you generally promoting militarism in your local culture? If your colonists have produced a ton of media glorifying infantry combat, it may well have pushed her to really liking that sort of thing.

As a quick update on where development is: I've had to put most work on hold for the last two weeks, aside from a tiny bit of programming. I'm emailing with an amazingly talented pixel artist, and hopefully there will soon be some good news to report on that front. In the interim, my car broke down last Friday night, and I've been scrambling a bit to find a replacement. My brother (who is the most amazing person in the world) let me borrow his car to get to work last week, but I've got to come up with a more permanent solution this weekend.

(https://voyagergames.com/wp-content/uploads/2017/11/car_tow_truck1.jpg)

My Pontiac served me extremely well. I had it up to 208k miles, and it was still running like a champ, for the most part. The brakes failed catastrophically while I was driving, though, and it was a bit of a scary situation. Buying a decent car is one of those things I had sorta' put aside in order to work on Outer Colony, but I've hit a point where it'll cost far more to fix it than the car is worth. Hopefully I can get a new set of wheels this weekend, put this challenge behind me, and make great progress on Outer Colony when I'm done!

Wish me luck, guys!
Title: Re: Outer Colony
Post by: Asgarus on November 03, 2017, 12:33:50 pm
Great news ;) Well, not about the car, but all the others stuff :P

Good luck with finding a replacement!
Title: Re: Outer Colony
Post by: Gabeux on November 03, 2017, 12:45:02 pm
Good luck, man. Outer Colony is high on my 'to play' list, and I've been watching the thread.

I'm currently juggling playthoughs of Oxygen Not Included, Rimworld and Prison Architect...while being forced to manage the thing called 'real life', soooo

I'd love to see developments in the UI/graphics front to be honest. Resolution issues is something that put me off from Aurora for years (and still haven't got back into it). There's a good amount of people interested in this sort of games - been seeing youtubers with loyal followings that basically only plays things ONI/Rimworld, and OC fills right in, even if it seems a bit more complex.  Just a matter of time :)
Title: Re: Outer Colony
Post by: Ehndras on November 03, 2017, 09:30:25 pm
Best of luck! My most favorite aspect of this game is analyzing all the complex triggers and personalities, constantly checking for new events, seeing what causes their fear or joy... I also try to match folks up with their optimal pair by way of a slightly godly influence in their traits/behavior, but as shown in the genius-rando marriage, sometimes that doesn't work out. The genius male, my colony's Adam experiment, was stuck on a static guard post I couldn't get him out of so the random guy got the kills, and thus, lady's favor. ;)

Speaking of, I combed through the website, googled to death, watched LPs, watched your combat videos, but... How in the hell do I get my soldiers on guard/patrol to stop doing that? Its like I tell them to move to point A, they arrive, engage "Guard" duty, and then never want to do anything else but stand there and even ignore kill orders on passing enemies.

Have I discovered "I don't get paid enough to risk my life" security guards in OC? :P
Title: Re: Outer Colony
Post by: ollobrains on November 10, 2017, 08:47:38 pm
now that im on youtube ill make some time to do a few lets plays
Title: Re: Outer Colony
Post by: ( Tchey ) on November 11, 2017, 03:51:35 am
Any new version coming out very soon ? I ask before i retry the game again in a few days probably, so if a new update is on its way i would delay a little.
Title: Re: Outer Colony
Post by: ollobrains on November 19, 2017, 10:43:12 pm
havent seen anything played another hour of existing version - save game on the weekend.  Doing some youtube stuff with it now, waiting on an update as well
Title: Re: Outer Colony
Post by: VoyagerGames on November 19, 2017, 10:52:07 pm
Hi, Tchey! Thanks as always for keeping tabs on things, man. And thanks to you, too, ollobrains - I appreciate your guys keeping an eye on things, and I hope I can squeeze in some more programming on OC during the upcoming holiday season.

I'm targeting another release around the end of the month, but it'll be a fairly minor patch. The biggest visible thing I'm addressing is the issue with too many colonists giving their children duplicate names. Most of the work in the release will be in writing support code needed for the upcoming isometric rendering framework.

Most of the last couple weeks' work has been focused on recruiting a new team member for the upcoming graphics overhaul. I'll hold off on details until everything is official, but I think you guys are going to be stoked when you see who'll be assuming responsibility for the game's new aesthetics.

Finally, the other essential task that was knocked out in the last couple weeks: I'm back on the road! Behold, the new set of wheels:
(https://voyagergames.com/wp-content/uploads/2017/11/van_small.png)

'99 Dodge Caravan - It's a lot of car for $950. Got it with 90k miles and a brand new state inspection. The thing runs like a champ and costs next to nothing to insure, so it should help keep funding available for the upcoming graphics overhaul. Things are moving right along!

Quote
Speaking of, I combed through the website, googled to death, watched LPs, watched your combat videos, but... How in the hell do I get my soldiers on guard/patrol to stop doing that? Its like I tell them to move to point A, they arrive, engage "Guard" duty, and then never want to do anything else but stand there and even ignore kill orders on passing enemies.

Sorry I forgot to respond to this, Ehndras. It sounds like you've identified a new bug here, and I'll add it to our issue tracking system ASAP. Thanks as always for all your testing!
Title: Re: Outer Colony
Post by: Ehndras on November 20, 2017, 04:02:06 pm
About that bug, it looks like the captain of the guard is the one who refuses to stop guarding, while you can de-militarize the other perma-guards and assign them to other jobs. Little workaround I discovered.

Captain of my guard, even after being removed from the military altogether, refuses to stop guarding the random spot I last told him to move to. He doesn't even do his job! He just stands there, menacing with spikes of adama- rage, letting enemies waltz by while I mobilize others to go blast them damn food-stealin' varmints.

Maybe it has to do with his maxed out loyalty/determination/etc/etc. ??? I mean, ffs, the man takes his job far too seriously :P
Title: Re: Outer Colony
Post by: ( Tchey ) on November 21, 2017, 04:10:31 am
Alright, your car's story is amazing, but could you post a teaser or something about your artist too, or a picture of your work station ?

I, we, like to check on the game because i, we, think it has a huge potential to become something great.

So, go, quit your daily job, sell your house, go to a motel, and focus !
Title: Re: Outer Colony
Post by: HopFlash on November 21, 2017, 04:20:58 pm
Very nice game...it remembers me of Rimworld and Dwarf Fortress ;)

Sorry, if this bug-report is duplicate...I looked around here and in your forum and found nothing exactly similar (but I had not read all postings, sorry).

At the moment I can't place any items because when I use the "place item" and click in the map there will be this dirtpile with the tool. That item placing was broken after I used the "Specify Construction Node Type" menu (selected power lines). When I wait that the "placed" item is build then there are power lines (but without the icon for power lines it is still dirtpile-tool). And I think important to mentioned that I never saw the powerlines-icon like I saw in the screenshot in the tutorial.

ok...perhaps a little bit difficult to explain but I hope you understand it...I could provide a save game (medium map) if you want. ;)

I don't know which game version I have but downloaded today from your site and after installation there popped up the updater to get a new version.

and the most important thing at last... Keep up the good work! You have several nice features in your game :)
Title: Re: Outer Colony
Post by: Ehndras on November 22, 2017, 01:19:55 am
I think I know what you're doing wrong: you're trying to place thing IN the surface layer, and not ON it. Ie, you're placing things in the solid ground, and not building a wall/table/etc over it. That confused me too, at first, but once I realized this unspoken eccentricity, I quickly worked around it.
Title: Re: Outer Colony
Post by: HopFlash on November 22, 2017, 01:49:30 am
Sadly not... I tried different layers... Surface, in air and underground in a tunnel
Title: Re: Outer Colony
Post by: Ehndras on November 22, 2017, 01:54:17 am
Huh. Weird. No issue on my end. Might be some sort of clunkiness in task selection, or an isolated bug?
Title: Re: Outer Colony
Post by: HopFlash on November 23, 2017, 12:28:53 pm
ok...reloading the world let me place items again...now I try to put the powerlines...we will see ;)

Edit: ok, powerlines still look weird (https://www.dropbox.com/s/wtk1ut6sq0enwow/PowerLinesBug.png?dl=0 (https://www.dropbox.com/s/wtk1ut6sq0enwow/PowerLinesBug.png?dl=0)):
(https://photos-3.dropbox.com/t/2/AAD4kDThSayuYdpLo9xXXrkbyvfPB_inMNXyc9W746Rhdw/12/17094484/png/32x32/1/_/1/2/PowerLinesBug.png/EP-j4AwYinwgBygH/uPVOllYeOej6pQYMG1BsBXccPmUfiIZ1FEST5KmSEAQ?size=2048x1536&size_mode=3)

possible only a visual bug...I don't have lights or something in my "rooms" ;)

Edit: and it looks like when I produce 5 lamps and and want to place one lamp then I have 5 to place because I can't choose an other item.
Title: Re: Outer Colony
Post by: The Scout on December 03, 2017, 05:58:41 pm
After landing in a Marshy Jungle/Xeric Shrubland next to a Warm Sea, all the Pit Trap Beasts from the Xeric Shrubland began to roam into the Warm Sea to get to another part of the Xeric Shrubland to have babies.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
May be related to my previous bug of people from trade ships vanishing into the ocean.
Title: Re: Outer Colony
Post by: VoyagerGames on December 03, 2017, 09:03:52 pm
Sadly not... I tried different layers... Surface, in air and underground in a tunnel
Hi, HopFlash, and thanks for your kind words and testing! Big thanks to Ehndras, too, for lending some guidance here.

It's likely that you've discovered a bug of some sort. I'll try to reproduce it on my end and see if I can't figure it out.

I'm afraid I didn't make much progress this week, though, as I've been extremely sick, and I just can't shake this cough I have. The last couple days I've been feeling alright during the daytime, but I've been getting really sick again at night. I'm going to conk out for now, but I'll aim to post another update in the next weekend or two.

And Tchey, I'm with you, man - I'd love to move to a motel and develop Outer Colony full time. The only problem is that I've tried that, twice, and both times, the Kickstarter campaigns generated less funding than a single day of consulting revenue. The game just isn't in a state where people are willing to pay for it yet, which I understand completely, and I lack the marketing expertise and salesmanship to attract an audience. Despite years of trying on Twitter, there are only a handful of people on the planet who know about the project, let alone having a sufficient number of people who'd be willing to buy it.

And the cold reality is that I can't fund the continued graphics work or buy food for myself without money. So I have to consult during the week to keep the project going, which obviously slows things down a ton, but it's the best I can do at present. I could write a great deal more about the project's history and how we've fallen short when it comes to generating excitement and revenue, if you're curious, but believe me, I've tried what you describe.

Maybe someday, it'll all come together, and I'll get a chance to work on it full time again, but I don't know if that'll be any time soon.

**Update**
And thanks, The Scout, I really appreciate your continued testing. I have a feeling that this relates to the island bug you identified before, as some pathing behaviors and spatial awareness become messed up when landing sites are chosen near water. I've been focused on gearing up for the graphics overhaul during the last couple of weeks, but this is an extremely high priority bug, if I can ever find time to work on it. Thanks again, man!
Title: Re: Outer Colony
Post by: EuchreJack on December 04, 2017, 05:33:41 am
Bug: Powerlines take over everything.  Place them accidentially in my light shelter - Never built, can't remove.  Place accidentially over one of my solar generator, bye bye solar generator (it seems to be just gone).

And nobody seems to want to move my raw stone, but that could just be impatience on my part.

EDIT: nevermind, the solar generator is back (must be something with my view of the z-levels, its kind of wonky)
I think I may have broken something with mining, again the Z-level system is not intuitive, especially where it defaults on game start.
Specifically, the Z-level view, the surface view, and the top down view are completely separated, which makes no sense.  I can't even get back to my colony by selecting the Warp to Colony, it just won't set the Z-level, I have to always manually go home on the Z-level view, otherwise the number is completely misleading.

Also, there is no way to return to the main menu without closing the program.

Also, if you try to fix the z-level problems by setting z-level before landing the initial embark ship, the ship never lands.
EDIT: Hazah, I got the ship to land.  With the z-level tinkered with, the ship needs a whole area to land, but will still land if given its whole breath

Apparently, I can't get my colonists to build their wind plants on a raised elevation.  They just won't go up the elevation change, I guess.

After two starts and some patience, I finally got some granite in the ore processor!  Let's see what I can make!

There needs to be a "cancel mining" (and maybe other designations as well) button for us newbies that aren't really sure what we're doing, otherwise my colonists might have to dig a 6x6 square down 30 levels...

Just figured out that I could, and probably should, issue a dig order without using the dig down or mine shaft feature.  Wasn't really clear from what I was reading.

EDIT#??: Seems possible to get things stuck broken.  For example, in my current game I can't seem to make displays.  Might be a problem (on my end) with trading, as I've had to trade for Metalloids, yet I can't seem to get them available for manufacturing.

Just to clarify, I'm enjoying this game.
Title: Re: Outer Colony
Post by: EuchreJack on December 07, 2017, 06:48:54 am
Bugs with trading that everyone should know about

1) Once you set your first landing zone YOU CAN NEVER CHANGE IT (actually this is a bug with area designation, in that the Remove Area Designation just doesn't work)
1b) Trade zone elevation must match initial colony elevation, or you can't trade.  Hence why above is so important.
1c) DON'T build a floor on the area you want as your landing zone.  You won't be able trade if you designate a landing zone over a floor.  Ignore the site's guide.
2) If you buy more than one item, then place that item, only one item gets placed and all the other items seem to disappear (actually, I think the game treats 10 Cots as one cot, so you'll get the clump back, but you'll never be able to untangle them).  So buy your furniture, machinery, etc. ONE AT A TIME.
3) I've never gotten the minerals that I've purchased to be usable, but maybe that's just me.
4) Sometimes, you embark and there are no trade partners.  Look before you invest any serious time in a colony.

Non-trade related trader bug: Sometimes there are corpses on the trader ship, which triggers a need for them to be buried...but then the trader flies off with the corpses and you can't satisfy that need.  I'm starting to wonder if the traders are linked between my planets as this has affected multiple worlds, I always assumed each world was stand alone and not part of a larger galaxy with the other worlds.

Feature: More trade partners become available after embark.  Not sure exactly, other than whenever I build something that isn't a light structure, I usually get another trade partner.  Unsure if the player can go from none to one, if so I'll modify #4.
Title: Re: Outer Colony
Post by: deMangler on December 08, 2017, 05:00:49 pm
Bugs with trading that everyone should know about

1) Once you set your first landing zone YOU CAN NEVER CHANGE IT (actually this is a bug with area designation, in that the Remove Area Designation just doesn't work)
1b) Trade zone elevation must match initial colony elevation, or you can't trade.  Hence why above is so important.
2) If you buy more than one item, then place that item, only one item gets placed and all the other items seem to disappear (actually, I think the game treats 10 Cots as one cot, so you'll get the clump back, but you'll never be able to untangle them).  So buy your furniture, machinery, etc. ONE AT A TIME.
3) I've never gotten the minerals that I've purchased to be usable, but maybe that's just me.
4) Sometimes, you embark and there are no trade partners.  Look before you invest any serious time in a colony.

Non-trade related trader bug: Sometimes there are corpses on the trader ship, which triggers a need for them to be buried...but then the trader flies off with the corpses and you can't satisfy that need.  I'm starting to wonder if the traders are linked between my planets as this has affected multiple worlds, I always assumed each world was stand alone and not part of a larger galaxy with the other worlds.

Feature: I just found out that more trade partners can become available after embark.  Probably based upon colony size, as I got the extra trade partner after finishing my first building, making several pieces of furniture, trading the first trade partner, and mining a bit.

About 1b - I designated my landing zone on top of a floor that was laid on ground that was levelled to match my starting colony elevation but I cannot trade.
Should I have done it 1 level down to account for the floor?
Title: Re: Outer Colony
Post by: EuchreJack on December 08, 2017, 08:30:57 pm
Bugs with trading that everyone should know about

1) Once you set your first landing zone YOU CAN NEVER CHANGE IT (actually this is a bug with area designation, in that the Remove Area Designation just doesn't work)
1b) Trade zone elevation must match initial colony elevation, or you can't trade.  Hence why above is so important.
2) If you buy more than one item, then place that item, only one item gets placed and all the other items seem to disappear (actually, I think the game treats 10 Cots as one cot, so you'll get the clump back, but you'll never be able to untangle them).  So buy your furniture, machinery, etc. ONE AT A TIME.
3) I've never gotten the minerals that I've purchased to be usable, but maybe that's just me.
4) Sometimes, you embark and there are no trade partners.  Look before you invest any serious time in a colony.

Non-trade related trader bug: Sometimes there are corpses on the trader ship, which triggers a need for them to be buried...but then the trader flies off with the corpses and you can't satisfy that need.  I'm starting to wonder if the traders are linked between my planets as this has affected multiple worlds, I always assumed each world was stand alone and not part of a larger galaxy with the other worlds.

Feature: I just found out that more trade partners can become available after embark.  Probably based upon colony size, as I got the extra trade partner after finishing my first building, making several pieces of furniture, trading the first trade partner, and mining a bit.

About 1b - I designated my landing zone on top of a floor that was laid on ground that was levelled to match my starting colony elevation but I cannot trade.
Should I have done it 1 level down to account for the floor?

I'm fumbling around just as you are, but when you say "cannot trade", do you mean that there is no trade partners, or that when the trade vessel comes that nothing happens when you select "Trade Negotiations"?
1b specifically refers to the second instance.  I'll try what you did as well (I never floored my landing zone)
...in my recent experiment, the trade ship isn't even coming, although that could other issues (undeveloped founder nation perhaps, I haven't played these founders much).  But you are right, the elevation increases when you add a floor, and would seem to cause problems.
It would help if I remembered to designate a Landing Zone...

I'll keep experimenting, as although I have had problems, I need to reset because I hit the Summon Migrants and Summon Trade Partner buttons too many times before designating a landing zone, which can't be good (I have some sort of ship, but it won't leave).
EDIT: So far, so bad.  Even if the elevation matches, the floored landing zone doesn't seem to allow trading, and its the type where nothing happens when "Trade Negotiations" is selected.  Now to make sure it will work without the flooring...
CONFIRMED - All flooring is bugged for landing zones, regardless of elevation.  I'll update my Trading Bugs list.
Title: Re: Outer Colony
Post by: EuchreJack on December 08, 2017, 09:59:06 pm
Finally, the other essential task that was knocked out in the last couple weeks: I'm back on the road! Behold, the new set of wheels:
(https://voyagergames.com/wp-content/uploads/2017/11/van_small.png)

'99 Dodge Caravan - It's a lot of car for $950. Got it with 90k miles and a brand new state inspection. The thing runs like a champ and costs next to nothing to insure, so it should help keep funding available for the upcoming graphics overhaul. Things are moving right along!

Didn't see that post earlier.  Just wanted to say that the '99 Dodge Caravan is a great car.
Title: Re: Outer Colony
Post by: EuchreJack on December 09, 2017, 02:07:03 am
BUG: Designating a Landing Zone over a floor makes the trader unable to trade, "Negotiate Trade" window never opens.

Plague victims show up and promptly die, then leave with the ship, with the colonists getting pissed that the corpse wasn't buried.  Probably cause for my above noted behavior, but at least only one colonist ever seems to care.
Title: Re: Outer Colony
Post by: deMangler on December 09, 2017, 09:23:40 am
Bugs with trading that everyone should know about

1) Once you set your first landing zone YOU CAN NEVER CHANGE IT (actually this is a bug with area designation, in that the Remove Area Designation just doesn't work)
1b) Trade zone elevation must match initial colony elevation, or you can't trade.  Hence why above is so important.
2) If you buy more than one item, then place that item, only one item gets placed and all the other items seem to disappear (actually, I think the game treats 10 Cots as one cot, so you'll get the clump back, but you'll never be able to untangle them).  So buy your furniture, machinery, etc. ONE AT A TIME.
3) I've never gotten the minerals that I've purchased to be usable, but maybe that's just me.
4) Sometimes, you embark and there are no trade partners.  Look before you invest any serious time in a colony.

Non-trade related trader bug: Sometimes there are corpses on the trader ship, which triggers a need for them to be buried...but then the trader flies off with the corpses and you can't satisfy that need.  I'm starting to wonder if the traders are linked between my planets as this has affected multiple worlds, I always assumed each world was stand alone and not part of a larger galaxy with the other worlds.

Feature: I just found out that more trade partners can become available after embark.  Probably based upon colony size, as I got the extra trade partner after finishing my first building, making several pieces of furniture, trading the first trade partner, and mining a bit.

About 1b - I designated my landing zone on top of a floor that was laid on ground that was levelled to match my starting colony elevation but I cannot trade.
Should I have done it 1 level down to account for the floor?

I'm fumbling around just as you are, but when you say "cannot trade", do you mean that there is no trade partners, or that when the trade vessel comes that nothing happens when you select "Trade Negotiations"?
1b specifically refers to the second instance.  I'll try what you did as well (I never floored my landing zone)
...in my recent experiment, the trade ship isn't even coming, although that could other issues (undeveloped founder nation perhaps, I haven't played these founders much).  But you are right, the elevation increases when you add a floor, and would seem to cause problems.
It would help if I remembered to designate a Landing Zone...

I'll keep experimenting, as although I have had problems, I need to reset because I hit the Summon Migrants and Summon Trade Partner buttons too many times before designating a landing zone, which can't be good (I have some sort of ship, but it won't leave).
EDIT: So far, so bad.  Even if the elevation matches, the floored landing zone doesn't seem to allow trading, and its the type where nothing happens when "Trade Negotiations" is selected.  Now to make sure it will work without the flooring...
CONFIRMED - All flooring is bugged for landing zones, regardless of elevation.  I'll update my Trading Bugs list.

It was the nothing happens when "Trade Negotiations" is selected thing.
I started a new world and tested as you have and have come to the same conclusion.
Also for some reason my trade stockpile will not persist as set to trade but that is another thing. It always reverts to unticked.
Great game.  I love how the dev is committed to the idea rather than developing to a demographic market. Makes me want to commit to testing it.
Title: Re: Outer Colony
Post by: EuchreJack on December 09, 2017, 04:45:22 pm
Bugs with trading that everyone should know about

1) Once you set your first landing zone YOU CAN NEVER CHANGE IT (actually this is a bug with area designation, in that the Remove Area Designation just doesn't work)
1b) Trade zone elevation must match initial colony elevation, or you can't trade.  Hence why above is so important.
2) If you buy more than one item, then place that item, only one item gets placed and all the other items seem to disappear (actually, I think the game treats 10 Cots as one cot, so you'll get the clump back, but you'll never be able to untangle them).  So buy your furniture, machinery, etc. ONE AT A TIME.
3) I've never gotten the minerals that I've purchased to be usable, but maybe that's just me.
4) Sometimes, you embark and there are no trade partners.  Look before you invest any serious time in a colony.

Non-trade related trader bug: Sometimes there are corpses on the trader ship, which triggers a need for them to be buried...but then the trader flies off with the corpses and you can't satisfy that need.  I'm starting to wonder if the traders are linked between my planets as this has affected multiple worlds, I always assumed each world was stand alone and not part of a larger galaxy with the other worlds.

Feature: I just found out that more trade partners can become available after embark.  Probably based upon colony size, as I got the extra trade partner after finishing my first building, making several pieces of furniture, trading the first trade partner, and mining a bit.

About 1b - I designated my landing zone on top of a floor that was laid on ground that was levelled to match my starting colony elevation but I cannot trade.
Should I have done it 1 level down to account for the floor?

I'm fumbling around just as you are, but when you say "cannot trade", do you mean that there is no trade partners, or that when the trade vessel comes that nothing happens when you select "Trade Negotiations"?
1b specifically refers to the second instance.  I'll try what you did as well (I never floored my landing zone)
...in my recent experiment, the trade ship isn't even coming, although that could other issues (undeveloped founder nation perhaps, I haven't played these founders much).  But you are right, the elevation increases when you add a floor, and would seem to cause problems.
It would help if I remembered to designate a Landing Zone...

I'll keep experimenting, as although I have had problems, I need to reset because I hit the Summon Migrants and Summon Trade Partner buttons too many times before designating a landing zone, which can't be good (I have some sort of ship, but it won't leave).
EDIT: So far, so bad.  Even if the elevation matches, the floored landing zone doesn't seem to allow trading, and its the type where nothing happens when "Trade Negotiations" is selected.  Now to make sure it will work without the flooring...
CONFIRMED - All flooring is bugged for landing zones, regardless of elevation.  I'll update my Trading Bugs list.

It was the nothing happens when "Trade Negotiations" is selected thing.
I started a new world and tested as you have and have come to the same conclusion.
Also for some reason my trade stockpile will not persist as set to trade but that is another thing. It always reverts to unticked.
Great game.  I love how the dev is committed to the idea rather than developing to a demographic market. Makes me want to commit to testing it.
Yeah I feel the same way.  While the comparison to dwarf fortress is clear, dwarf fortress was not made for the future, it's a middle ages simulator
Title: Re: Outer Colony
Post by: se5a on December 10, 2017, 12:14:35 am
Anyone get this running on linux?
I get  "Error: Could not find or load main class com.voyagergames.tfr.TFRApplication" when trying to run the jar file.
Title: Re: Outer Colony
Post by: VoyagerGames on December 10, 2017, 03:03:04 pm
Got a bit of development done this weekend, and I'll bring you guys up to speed on what's recently been happening with the project!

First, EuchreJack and deMangler - you guys rule. These are some rock solid bug reports you've issued, and I've been able to reproduce almost everything you described. A great many of these features work for me and people who work on the project, because we have a very precise way that we conduct things like trade in-game. We hit the same buttons in the same order after fashioning the same sorts of landing sites every time, and whenever a new user picks it up, they tend to click on things in a slightly different order, or to build a landing site in a slightly different way, which often causes unexpected behavior. Some aspects of colonists' spatial reasoning need to be tweaked, but every time reports like this are made and issues are corrected, the system gets stronger and stronger.

I managed to get a little bit of programming done this morning, and I cut a minor release this afternoon. Version 0.5.53 addresses a long-standing bug with excess duplication of colonist names. I've changed things so that it's borderline impossible for colonists to name their children after themselves, and most colonists will even abandon their surname if necessary in creating a unique name for their child. It might not make the most sense from a world modeling perspective, but reducing the annoyance caused by having too many colonists with the same name was important from a gameplay perspective.

To exercise all the new code under extreme circumstances, I shimmed a test module in that really hammers the name generation framework. You can run it by way of a cheat code, if you're insane.
(https://voyagergames.com/wp-content/uploads/2017/12/Name_Test.png)

It's likely that no one cares much about this, but I really wanted to tackle this issue head-on, so I did!

Quote
Just wanted to say that the '99 Dodge Caravan is a great car.
Hahaha, that it is!! I'm not going to lie, I'm mildly embarrassed about enjoying a minivan this much, but I kinda' like driving it. With the 3.3, it's shockingly fun and peppy.

Quote
I love how the dev is committed to the idea rather than developing to a demographic market. Makes me want to commit to testing it.
Thanks for the kind assessment, man! This is what the project is all about - realizing an idea in working software. At the end of the day, Outer Colony is not a product, at least, not in the sense that most AAA and III games are. The way so many games are built today, where development is driven by focus groups and marketing data, fed into massive teams of hundreds of 3D modelers and artists and programmers, manufacturing a product that's specifically designed to generate revenue - the whole affair seems to degrade the character of games, at least to me.

Don't get me wrong, AAA games are wonderful at being what they are. Many are unbelievably polished masterpieces of software engineering and art, fused to create experiences that induce people to pay $70 for them. But so many of them seem to lack the soul that games of 20 or 30 years ago had. Maybe this is just the nonsensical opinion of a crotchety, mal-adjusted lunatic, but I still think that the best games are the ones made by small teams, doing something they love. For software to really function as a mode of expression, it can't be built assembly-line-fashion by a corporation that employs thousands of people.

Certainly, there are pros and cons to the approach that I've taken. Sometimes, I make design decisions that I know are going to be unappealing to typical users. I don't want to compromise the vision significantly, for any reason. With that said, I still really hope Outer Colony can be fun for people, and I try to be as responsive as possible to feedback from testers, because I do want the game to be accessible. You guys are doing the core work necessary to improve the game, and if the system is so byzantine and broken that I can't share it with anyone, then it's also failed in its purpose.

So, development of Outer Colony is about striking a balance to create the experience that we want to create.

In my next update, I'll be making an immensely exciting announcement about a new member that's joined the team, one that's near and dear to the Dwarf Fortress community. She's taking over the role of the project's chief graphics designer, and I'm giving her borderline carte blanche to define Outer Colony's new aesthetic during the graphics overhaul. She's also contributing in a huge way from a game design perspective, and we've probably exchanged 10 or 20 pages worth of emails about addressing current design deficiencies.

We'll be focusing everything to make a more coherent, thematically consistent experience for users that better exploits the underlying technologies. Having someone with more significant domain specific expertise in designing games and producing a solid ludonarrative for Outer Colony should be a boon for continued development.

Outer Colony is at a crossroads now, and the decisions we make are going to completely define the path that the project takes moving forward. I'll aim to involve you guys, the testers, as much as possible in this process to incorporate your ideas into what we're doing, and to make sure that we improve the game in ways that current players will like!

I've got a lot of other work to do this afternoon, but keep your eyes open for another announcement in this thread.

Anyone get this running on linux?
I get  "Error: Could not find or load main class com.voyagergames.tfr.TFRApplication" when trying to run the jar file.

Currently, the installer will not work on Linux, but Tchey has managed to run executable .jar from there. I haven't posed an updated jar to the download server in quite some time, but if you'd like, I can DM you the instructions I gave him on getting that bad boy to run.

Thanks again to everyone for your continued testing and interest in the project, and I'm looking forward to sharing more soon!

**Edit**
Oh, and Tchey, if you'd like a behind-the-scenes look at Voyager Games operations, I can give you the grand tour in a subsequent post. You might get a kick out of how we operate, man!
Title: Re: Outer Colony
Post by: ( Tchey ) on December 10, 2017, 03:47:34 pm
Excellent news about that talented artist person !

Quote
Oh, and Tchey, if you'd like a behind-the-scenes look at Voyager Games operations, I can give you the grand tour in a subsequent post. You might get a kick out of how we operate, man!

Whaaaat ? Seriously, i don't understand what you mean, but it seems great. Hm, "thanks" ?
Title: Re: Outer Colony
Post by: se5a on December 10, 2017, 05:35:49 pm

Anyone get this running on linux?
I get  "Error: Could not find or load main class com.voyagergames.tfr.TFRApplication" when trying to run the jar file.

Currently, the installer will not work on Linux, but Tchey has managed to run executable .jar from there. I haven't posed an updated jar to the download server in quite some time, but if you'd like, I can DM you the instructions I gave him on getting that bad boy to run.

Yeah you posted a link to the jar previously, which is what I'm trying.
sure if you've got more instructions on what you already posted a couple of pages back, I'll give it a shot.

it'd help if java told me where it was trying to look for the TFRApplication class that it can't find. I can find it just fine, it's right where the manifest file says it should be. java must be finding the manifest file or it wouldn't know what the class name even is. the only thing I can think of is that it's trying to run it from another folder or something. I've tried a bunch of different things, but I'm not familiar with java enough not to be stabbing in the dark. 
Title: Re: Outer Colony
Post by: EuchreJack on December 12, 2017, 08:54:22 pm
Thanks for the kind words.

Speaking of bugs: I can't figure out how to add items to a prison.  I think the game flags it as a forbidden zone and won't let my movers put stuff there, but it could also be an elevation issue.  And unzoning the prison doesn't seem to help.  Note that I have no prisoners currently (and since all they got is an empty room, the colonists better hope they don't end up there).

For some reason, my military recruits spend a lot of time just walking from the recreation area to the training area.  Their orders simply are to move.  Maybe they're learning to march? EDIT: They also use the pistols exclusively instead of the rifles, although I dunno if any were equipped prior to being drafted.

The Kelgonians don't seem to have children, although it might just be that my colonists don't get along enough (I get a lot of failed romantic interactions).

I'm unsure if butchery is working right: I got a couple notices about dead creatures, so I set my stockpiles to take everything.  Then built a butcher station.  Didn't see any creatures to butcher, so I hunted one down.  Great, butchered it and everything.  But now I get the message that I have a corpse that a colonist wants buried, and I think it might be the same creature I killed.  I'm not burying some creature I meant to eat!  But, the butcher job hasn't activated yet...Nevermind, I see another bird corpse, and my colonists can't get to it.  It died on my wall. Actually, that just generated another corpse after I demolished it.  I made sure my colonists could get to it by building some stairs.
...Maybe I'm just impatient, but I wish my colonists would stop complaining about not giving the stupid birds a proper burial and JUST BUTCHER THE BLOOD BIRDS. 
EDIT: So, one of the birds got butchered, but the request for a proper burial remains.  Luckily, I recall that the request goes away with time, as I had a similar situation with this colony and a shuttle carrying dead people to and from the colony. 
EDIT2: And it appears the second bird corpse is back.

Interesting Bureaucrat behavior: I set someone as the the Minister of Sustenance, but wondered why she wasn't at her desk working.  Then I noticed she was the one making all the food and drink!  While I appreciate the leading by example, the other Food & Drink station is going idle...

William Tell moment: One of my soldiers got between another soldier firing at targets and the target...the intervening soldier was unharmed.
Title: Re: Outer Colony
Post by: Viken on December 14, 2017, 01:06:22 pm
I have a problem trying to play Outer Colony.

Generating a new world sucks up way too much RAM and then maxes out my CPU, causing everything to lag and bog down.  I didn't notice at first until I tried to save, causing everything to stutter.  I had to close the program from the Task Manager.

A restart of Outer Colony did the same thing, and I can't seem to get around it. >.<''  It makes the game all but unplayable for me.

My computer specs:
Windows 10 Creator,
Core i7-6700K 4.00Ghz,
16GB DDR3 RAM,
AMD Radeon R9 390 graphics card.

If there's anything I need to do or tweak, please let me know.  I've been craving playing a game like this for a while now.
Title: Re: Outer Colony
Post by: deMangler on December 14, 2017, 02:49:57 pm
Possibly useful information.
My Documents folder in windows is located on a drive other than my system drive. This is because my system drive is a fast but very small SSD.
All my other software plays nice and uses the correct location but Outer Colony still puts the save files in my system drive. I think it is because they are in  */user/ rather than in */user/Documents/My Games/Outer Colony or somesuch.
Anyway - no biggie but just a headsup.
:)
Title: Re: Outer Colony
Post by: VoyagerGames on December 27, 2017, 04:23:58 pm
Alright guys, I've got a few days off from my regular job and should be able to get a good chunk of Outer Colony work done over the next few days. Having brought some new contributors onto the project, we're considering overhauling some of Outer Colony's existing functionality and generally simplifying some aspects of the game to make it more approachable and fun. I'm going to be asking for the opinions of current testers here, as I think you guys will be a great help in making some of the important decisions about OC's design moving forward.

Before I post a more significant update, I'll just reply to a few of the earlier posts in the thread:

Quote
I have a problem trying to play Outer Colony.

Hi, Viken, and thanks for the report. Your PC's hardware should be more than adequate for generating anything except the hugest worlds, so there might be some kind of bug going on there. In the meantime, you can choose a smaller world size for generation, and that should solve your problem.

Possibly useful information.
My Documents folder in windows is located on a drive other than my system drive. This is because my system drive is a fast but very small SSD.
All my other software plays nice and uses the correct location but Outer Colony still puts the save files in my system drive. I think it is because they are in  */user/ rather than in */user/Documents/My Games/Outer Colony or somesuch.
Anyway - no biggie but just a headsup.
:)

Good report, man. This is an artifact of the way Outer Colony is currently programmed: in Java, without any Windows-specific logic. I currently use an OS-independent location for storing saves and other files, but it may be worthwhile to write some code to put things in Documents/My Games/ folder for Windows.

I hope everybody's having a solid holiday season!
Title: Re: Outer Colony
Post by: se5a on December 27, 2017, 08:59:46 pm
did you have any more ideas on the problem I'm having getting it running in linux?
Title: Re: Outer Colony
Post by: VoyagerGames on December 27, 2017, 11:24:25 pm
did you have any more ideas on the problem I'm having getting it running in linux?

I took a brief look at it this evening, and I'm semi-stumped. My first thought was that the more recent .jar I had distributed was borked, but I cracked the thing open, and there was the right manifest, describing the correctly-qualified main class. Then I went to find the main class, and there it was, precisely where it was supposed to be.

I'm sure that you're using the correct command to try to launch the game, but could you post what you're running from the command line? I'm pretty sure this is the ticket:
Quote
java -jar OuterColony.jar -Xmx8192M
And I think it's worked for our other users.

Re-reading your earlier post, you're actually 100% correct:
Quote
Cool, it's a tricky one since as I understanding it it's Java itself failing to find the main class from the manifest, so its finding the manifest, but the program never really starts.

That's spot-on. Java is launching, so you've got it installed, it's finding the .jar, cracking it open, and reading the manifest, but is then bursting into flames because it can't find the main class. But why? What's really strange is that everything looks like it's in place. What's even stranger is that it seems like it works for other people. I'll have to dig into this a little harder to get you a better answer, and I'm really sorry I couldn't come up with anything tonight. I don't have a spare Linux machine lying around at the moment to perform even the most rudimentary testing, which is a big part of the reason why I can't formally support Linux yet.

If I can find time, I'll try to load Ubuntu onto a VM and see if I can't get to the bottom of this, but I have to take care of a whole bunch of other things before I can take a harder crack at solving this issue.

Quote
If you're going to look at a linux installer, I'd maybe look at Flatpak... 
And I meant to respond to this when I saw it, but totally spaced on it! Flatpak is awesome, but I've actually got a highly-polished solution for building a Java installer for Linux. Thanks to the righteous guys at ej-technologies, I'm using install4j to handle installation and auto-updating across Windows, Linux, and Mac. A Linux installer could technically exist with just a few hours worth of work, but I just don't have a platform to test it with yet, and that's a big part of what's standing in the way of supporting Linux and Mac.

If you're curious about the technicals of OC's cross-platform installer and auto-update system, you can read a blog entry I wrote about it here: https://voyagergames.com/distributing-a-desktop-java-application/ (https://voyagergames.com/distributing-a-desktop-java-application/)

Thanks for your patience, and sorry again that I couldn't come up with an answer tonight. In the short-term, maybe one of the other Linux users can hop on this thread and lend a hand. They might've done something else I failed to mention in order to make everything work.
Title: Re: Outer Colony
Post by: se5a on December 28, 2017, 02:18:15 am
java -jar OuterColony.jar -Xmx8192M

Yeah that's exactly what I tired, and anything else I could think of too.
No worries, thanks for looking at it, I'm as much intrigued as to why it isn't working, as checking out the game itself now.
yeah hopefully one of the other linux users may have an idea. I'm stumped for sure.

installing ubuntu on a vm should be straight forward, the worst bit is waiting for the iso to download.
I read your blog entry on the installer and auto updater sounds nifty. having a VM will allow you to test that too.
Title: Re: Outer Colony
Post by: feelotraveller on December 28, 2017, 04:53:23 am
Okay, I've been lurking and watching this game with interest.  Bit worried about it being a time sink so I've been patient...  ;)

Being on Linux myself got curious so I had a look and also encountered this problem, and I have half an answer (for myself at least, and maybe for others?).  I too was getting the
Code: [Select]
Error: Could not find or load main class com.voyagergames.tfr.TFRApplication
and spent some time internet searching and puzzling over classpaths and other things I do not understand very well... until I stumbled upon a fruitful java command line option -Xdiag.  This quickly led to the problem pointing at JavaFX.  Now this was somewhat familiar territory as I'd had similar problems in the past and led to me to install OpenJFX  (java-openjfx on arch based distros).  And hey presto Outer Colony launches.  :)  [JavaFX is included in Java 8 but not in OpenJDK...]

Unfortunately it is only half a solution since as far as I can tell I have no sound in the game.  But it is a decent half-solution since (as far as a couple of quick click-throughs show, world creation, embarking) the game seems totally playable, bearing in mind its development state.  Oh and since I had that command line switch, have some terminal feedback.  Perhaps someone else can take it a bit further as I cannot do anything more for a couple of weeks.  Happy trails peoples.  :D

Code: [Select]
java -jar OuterColony.jar -Xmx8192M
Exception in thread "JavaFX Application Thread" MediaException: UNKNOWN : com.sun.media.jfxmedia.MediaException: Could not create player! : com.sun.media.jfxmedia.MediaException: Could not create player!
at javafx.scene.media.MediaException.exceptionToMediaException(MediaException.java:146)
at javafx.scene.media.MediaPlayer.init(MediaPlayer.java:511)
at javafx.scene.media.MediaPlayer.<init>(MediaPlayer.java:414)
at com.voyagergames.tfr.audio.AudioManager$4.run(AudioManager.java:519)
at com.sun.javafx.application.PlatformImpl.lambda$null$5(PlatformImpl.java:295)
at java.security.AccessController.doPrivileged(Native Method)
at com.sun.javafx.application.PlatformImpl.lambda$runLater$6(PlatformImpl.java:294)
at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95)
at com.sun.glass.ui.gtk.GtkApplication._runLoop(Native Method)
at com.sun.glass.ui.gtk.GtkApplication.lambda$null$5(GtkApplication.java:139)
at java.lang.Thread.run(Thread.java:748)
Caused by: com.sun.media.jfxmedia.MediaException: Could not create player!
at com.sun.media.jfxmediaimpl.NativeMediaManager.getPlayer(NativeMediaManager.java:274)
at com.sun.media.jfxmedia.MediaManager.getPlayer(MediaManager.java:118)
at javafx.scene.media.MediaPlayer.init(MediaPlayer.java:467)
... 9 more
Title: Re: Outer Colony
Post by: LoSboccacc on December 28, 2017, 05:00:19 am
Gtk mp3 decoder missing?there was a separate package fir it due licensing
Title: Re: Outer Colony
Post by: feelotraveller on December 28, 2017, 05:40:26 am
 8)  That was what I was missing.  Installing ffmpeg2.8 did the trick.  Complete solution locally.  :)  Many thanks.
Title: Re: Outer Colony
Post by: LoSboccacc on December 28, 2017, 08:12:27 am
best solution in general would be to use ogg in linux builds. been there, people won't read popups explaining to install stuff and unless a packaged build is used for dependencies better to go for safer defaults
Title: Re: Outer Colony
Post by: se5a on December 28, 2017, 01:58:21 pm
oh wow, nice catch feeltraveller, that did it.
Title: Re: Outer Colony
Post by: VoyagerGames on December 29, 2017, 12:08:39 pm
Huge thanks to the Linux experts for these latest posts. I should've figured it was something about the JRE, and this is the biggest reason why Outer Colony's installer bundles its own local version of Java instead of relying on what users happen to have installed on their machines. I'll address the Linux matters a bit further soon, but for now, I'd like to share something of an end-of-2017 report on Outer Colony's development progress and plans for the future.

-------------------------------------

The last two months have seen a great deal of behind the scenes activity on the project. The team has sat down and taken a long, hard look at where the software is now and where we want it to go in the future. Most of our discussions have come back to a central sort of question: What are we trying to build here? What's the ultimate goal of this project? What kind of experience are we trying to deliver to end users?

Answering these questions forms the basis of what a team does when they're building software. These answers constitute what's typically called a project's scope, and the scope is usually determined at the very outset of development. Outer Colony has lived, in one form or another, for a long time, though. Over the course of the time, like any project, it's grown and changed quite a bit.

When we first started drawing up designs for Outer Colony (which was called 'The Far Reaches' back then), it was really about providing a creative outlet for writing technically interesting software. It was just a sandbox for experimenting with plan generation, goal-directed AI, human behavior modeling, simulation mechanics, and implementing some novel data structures in Java to facilitate all this. Making it a proper game wasn't much of a focus, and facilitating any particular sort of gameplay invariably took a backseat to exploring technical possibilities.

As Outer Colony has developed, though, a few people outside the team started giving the project a try and actually played the game. We posted OC to Steam Greenlight, and it cleared that process in just a couple weeks. We ran an unsuccessful Kickstarter campaign, but we wound up with a handful of new players as a result. It's actually been very, very cool seeing people download the game, build up colonies of their own, and share their experiences and feedback. This thread is perhaps the prime example of that, and I've got to say – I get a big kick out of it!

As most of you guys know, I exhausted my savings earlier this year and could no longer work on Outer Colony full time, so I've been back to consulting from Mondays through Fridays. This has given us an opportunity to pause and really consider the future of the project. While OC started as a weird, experimental toy that was built primarily with myself and my friends in mind as the users, it's kinda' morphed into something that maybe a few other people might want to try, too. Having people outside the team enjoy Outer Colony has always been our aim, but the more people that try out the game, the more I'm enjoying that aspect of the project!

So what are we to do now? Before we proceed with the next phase of development, we have to decide:
Should Outer Colony continue to exist as experimental software, or should we try to make it an actual game?


After a great deal of introspection and internal discussion, we decided that we're going focus this next wave of development on making Outer Colony more fun! We're not going to abandon the simulation-first design principles, or try to simplify the AI to increase its predictability, or fundamentally alter Outer Colony at its core. The project is what it currently is, because that's what we want to make, and we're going to continue to follow that road.

What we are going to do is try very hard to improve the game's approach-ability. We want to make it easier to play and to provide a less mentally grinding experience. We want to make it look better. We want to make it engage players more thoroughly from the first minute through the hundredth hour of play time. We want to employ some more traditional game design techniques to provide players with an experience that's more satisfying.

After all, if Outer Colony isn't fun to play, then few people are going to play it. And if few people play it, we can't share its core technologies effectively. So let's make Outer Colony as fun as we can! That's the plan.

----------------------------------

With this goal in mind, I decided that we needed to bring some new expertise to the development team! While I build software for a living, I don't know very much about game design, and I don't know what I'm doing at all when it comes to game aesthetics.

I'm extremely excited to announce that DF forum member Solifuge, one of the pioneers and primary artists beind DF's Stonesense utility, has joined the team to work on Outer Colony! She is a remarkably talented game designer, with a deep, expansive understanding of what makes a game satisfying for a player. She's also an extraordinary artist, with perhaps more experience than anyone on earth in making isometric pixel art for games with volumetric, three dimensional world space.

I'd be remiss if I didn't offer special thanks to forum member Japa, the core Stonesense and Armok Vision developer who facilitated contact with Solifuge. The community on these forums is just amazing, and people are even more helpful behind the scenes in private messages!

Solifuge and I have spent the better part of November and December exchanging emails, assessing the current state of Outer Colony, and deciding on fundamental changes we're going to make as we continue development. We know for sure that we're going to overhaul the graphics to render the world using some sort of orthographic (approximately isometric) pixel art. The look of Outer Colony is going to be completely overhauled to give the game a more visually pleasing appearance, while also clarifying just what the player is looking at to make gameplay easier.

One of the hardest decisions that we're currently trying to make is whether we should maintain Outer Colony's fully three-dimensional world structure, or whether we should collapse the world into a single 2D plane, and I'd like to get the opinions of current players before we make a final decision. I was initially somewhat hesitant to abandon Outer Colony's 3D world model, but a very compelling case has been made to do so. I'd like to involve you guys, the existing player base, as much as possible in the decision making process for these key design points, but there's a great deal to be gained, from a gameplay mechanics perspective, from collapsing the world model to a single plane. I don't want to directly quote Solifuge's emails, but the points I make below are very slightly paraphrased thoughts from her end, so I can't take credit for this wisdom. Important improvements that a 2D approach confers include:

-It's much easier to present all the environmental and strategic information to the player at a glance. With multiple Z levels, critical information is almost always going to be obscured, necessitating constant and bothersome pauses and view adjustments for players to maintain awareness of the world.

-In Outer Colony's case, the quicker and easier players can make sense of the game world and the easier it is to navigate the space, the more easily players can engage in OC's core gameplay: the colony planning, the room building, the job assignment, the combat commanding, and so on.

-It's hard maintaining a mental model of a 3 dimensional structures, and this is especially so when they're effectively rendered in 2D, whether using isometrics or not. Building towers in OC now is a mentally strenuous exercise, and the sheer effort of maintaining these multi-level mental models occupies so much of a player's focus, distracting them from the more fun and engaging aspects of the game.

-Since most of the world isn't obscured by Z levels, players can much more easily watch the totality of the simulation play out. Fewer parts of a colony's emergent story and cool interactions among colonists are lost in a player's real-time view of the world.

-I'm going to get Solifuge's permission to quote her email on this point, but there are psychological reasons why flat-ish, tile based games work much better, relating to how humans' sensory-processing capacities just handle these kinds of spaces much better. More of a player's conscious mind is freed up for important gameplay tasks when dealing with a 2D world space, and this benefit goes all the way back to board games! It's part of the reason why 3D chess and checkers variants never took off, and I'm sure it's part of the reason why so few games attempt volumetric, 3D world models like DF's and Outer Colony's.

-Finally, a move to a flat-ish world space drastically, drastically simplifies the technical aspects of continued development. There are a lot of extremely hard problems to solve in rendering a fully 3D world using isometric graphics, and by collapsing world space, we remove a lot of risk from the project and free up hundreds or thousands of hours of development time to focus on providing gameplay that could be more fun to the player.

Certainly, in moving to 2D, we cede the ability to build truly three dimensional structures. The Minecraft-style building of towers or cavernous tunnel structures would be lost, three-space liquid flow and the possibilities it imparts would be gone, as well as proper atmospheric flight and a variety of other physical aspects of the simulation. But are these features the core of what makes Outer Colony attractive?

What do you guys think? If we collapsed Outer Colony's world space to a flat model, do you think it would improve the overall experience?

I'm very excited to hear what you guys have to say, and I'm looking forward to another great year of development in 2018. Thanks to everyone for all of your work testing and for being a part of this project!

-Sam
Title: Re: Outer Colony
Post by: ( Tchey ) on December 29, 2017, 01:31:58 pm
We already have plenty of flat games like Outer Colony, Rim World is the most advanced one probably, so far.

We do not have many z-leveled games however. Dwarf Fortress of course, Gnomoria too but it's not developped anymore, and very few under-developped other titles.

In my opinion, you have a big empty hole to fill, if you manage to make Outer Colony a real game. It could be the next DF, only with a bearable GUI and real graphics to open to a wider audiance (i played DF before it was z-leveled and famous, and i still enjoy it from time to time).
Title: Re: Outer Colony
Post by: Malus on December 29, 2017, 09:41:13 pm
Removing Z levels is probably the right move from a design perspective. I'm not convinced the additional mental overhead/UI clunkiness inherent to every Z-level implementation I've seen is worth the benefits. A single Z-level seems restrictive, and limits a lot of cool architectural choices -- consider Prison Architect, you're never going to be able to really replicate the prisons we see in film if you can only work with a single floor -- but is that what the game is about? Rimworld doesn't really suffer from only having a single Z-level, though it'd be nice to build walls your units could climb upon. Other games like Rise to Ruins suffer even less.

 I think a game like Dwarf Fortress needs Z-levels because of the adventurer component, not the colony building. If you're going to have the player walking around in the world, you need towers and cellars and winding mine shafts, and of course, dungeons. These things literally add depth and make locations far more interesting to explore. But in a building game, you don't need that kind of depth, you need a different kind, and forcing the player to manage dozens of 2D slices of a game world and visualize how they interact steals attention away from the interesting gameplay decisions they should be making, related to the actual workings of the colony.
Title: Re: Outer Colony
Post by: The Scout on December 30, 2017, 01:15:54 am
Not sure how the whole mining industry will work without Z-levels.
Title: Re: Outer Colony
Post by: Paul on December 30, 2017, 01:30:26 am
I personally think Z-levels adds a lot to the game, and makes it much more intriguing - as Tchey said, there are a lot of flat games already. But there is probably a reason for there being so many flat games - it's a lot harder to develop with z-levels, and it adds a significant (I would guess 50-100% more development time, but I'm a web dev not a game dev). Not having z-levels puts an artificial limit on the game's complexity, and requires a lot of simplification of things that could otherwise be very robust.

DF handles z-levels well IMO. You still see lower levels from above. If you could translate this to a isometric view, I believe the effect would be magnificent.

Perhaps you could do some kind of 3d isometric view as the default view? It would display all the surface levels at once, with the exterior of structures and such visible. This would allow you to take in most of the world at a glance. Then add in some quick way to view the insides of buildings, such as clicking on them or hitting hotkeys, that would jump you to the appropriate z-level for the interior of that structure (or the targeted level of it if it's a multi-level structure). Add in the usual keys to go up and down levels and I think you would have a solid UI for z-levels.

That still leaves all the developmental challenges and added complexity, which would cause a significant increase in development time.

It really just depends on one thing: Do you, as the developer, intend to put enough development time in to do multiple z-levels justice? Too little development and z-levels would cripple a game that could have otherwise been much more complex and fun. But if you are planning to put in the development time, having z-levels significantly increases the potential complexity ceiling of the game. And having them in from the start would save a lot of dev time in the long run.

So my vote is Yes to z-levels, with the caveat that you should flatten it if you don't think you can put in the dev time to really do it justice.
Title: Re: Outer Colony
Post by: ( Tchey ) on December 30, 2017, 03:08:06 am

 I think a game like Dwarf Fortress needs Z-levels because of the adventurer component, not the colony building.

Whaaaat !? /em dies suddently
Title: Re: Outer Colony
Post by: VoyagerGames on December 30, 2017, 04:08:21 pm
I personally think Z-levels adds a lot to the game, and makes it much more intriguing - as Tchey said, there are a lot of flat games already. But there is probably a reason for there being so many flat games - it's a lot harder to develop with z-levels, and it adds a significant (I would guess 50-100% more development time, but I'm a web dev not a game dev). Not having z-levels puts an artificial limit on the game's complexity, and requires a lot of simplification of things that could otherwise be very robust.

That's the thing, here - we've already done all the hard work to create a world model with Z levels. I've built out the customized data structures, implemented the in-memory compression, and have proper volumetric world space and all the accompanying physics: gravity, pressure-based liquid flow, and other features. We just don't render the 3-space in a visually intuitive manner, which is to say that we draw the world from a top-down perspective, with overhead, surface, and individual Z-level views.

The technical work is done, it's just that users seem to find the current setup very difficult to navigate. At this point, I'm sorta' going with Tchey a little bit and leaning toward bolting an isometric rendering framework onto the current world model, to display worlds in a Stonesense-type fashion. Solifuge is just abundantly aware of all the difficulties associated with making this sort of setup work, and as a game designer, she has a thorough grasp of the benefits of a tile-based world space.

We're going to wrap up our internal discussions and make a decision in the next few days, but feel free to share any further thoughts that you guys have!

Oh, and TheScout, you are correct mining (and a bunch of other things) would have to work differently. There are a bunch of ways we could do it, but it wouldn't be a matter of actually digging out spaces anymore.
Title: Re: Outer Colony
Post by: se5a on December 30, 2017, 04:23:31 pm
DF tilesets do a side (or front) view of a top down tile. which is I think a lot easier to make sense of than a top down view of things.
Isometric is even easier to parse.
I'm going to side with (Tchey) on this one, I think Z levels can add a lot (though I've yet to get fully into the game).
There are other genre that do multi z, XCom for example (the old ones). UFO:AI (though that is full 3d, it's tiled with zlevels.)  might be worth looking to other genre to see how they've handled it. 
 
Title: Re: Outer Colony
Post by: EuchreJack on December 31, 2017, 04:28:35 am
Without Z-levels, you can't intuitively build into the side of a hill, build an multi-story apartment building, or otherwise interact with the world in an ideal manner.

It seems that the problem isn't the Z-levels, but the interface for them.  Combining the Top Down and View Surface into one display, and setting the Z-Level changer to default to the current level would be the key.  Basically, you now have three displays when you need them to be one.

I like Z-levels.  I think they add a "Wow" factor.
Title: Re: Outer Colony
Post by: Zangi on December 31, 2017, 07:56:26 am
Surface and above Z-levels are probably the biggest pain. 
My memory might be wrong... but its cause you have trees blocking the view between the leaves and the ground.  This sort of thing probably needs a better visual indicator that you ain't actually looking at the ground. 
Also an easy to see indicator that the ground isn't flat.
Title: Re: Outer Colony
Post by: VoyagerGames on January 01, 2018, 01:18:37 pm
Surface and above Z-levels are probably the biggest pain.
I've often thought about just getting rid of these views and showing only Z levels. It's been a really long time since I've played Dwarf Fortress, but how does it handle this stuff? Does it provide surface / top down views, or does vanilla DF only show one Z level at a time? A part of me thinks that by adding these convenience views, I've just made things more complicated for users.

Quote
My memory might be wrong... but its cause you have trees blocking the view between the leaves and the ground.  This sort of thing probably needs a better visual indicator that you ain't actually looking at the ground. 
Also an easy to see indicator that the ground isn't flat.
I've tried pretty hard with this, but some of the rendering options might be buried in a place where users don't look. If you open the advanced view options dialog (clicking on the eye-button in the toolbar), there's an option called "Enable Elevation Shading". It renders lower tiles darker, and higher ones lighter, to give a quick feel for the terrain's slope:
(https://voyagergames.com/wp-content/uploads/2018/01/Shading_Elevations.png)

You can also check the "Show Elevation" option, which will render a number on each tile, showing its Z level.

Still, even with all these attempts at making everything intuitive, the result just isn't smooth enough. I don't know if there is a great way to render a 3D world from the top down, as Outer Colony is currently trying to do.

With that said, though, I'm really attached to the 3D, volumetric nature of our world model, and I don't want to abandon it. I see some of you guys like it quite a bit, too. The possibilities it opens up are just too great to walk away from, so we're going to stick with 3D, but we're going to change all the graphics to use isometric pixel art, rendering the world in 3D from a fixed angle, like Stonesense does. It's going to be a ton of work, but I think the end result is going to look great and be much easier to play.

Wish us luck!!

Oh, and Tchey, I promised you a tour of Voyager Games corporate headquarters! Here it is, man:
(https://voyagergames.com/wp-content/uploads/2018/01/HQ.jpg)

This is where Outer Colony gets made! It's not much to look at, but really, what more does a software developer need? A folding table, a comfy chair, a computer, and a quiet room. That's all anybody really needs to do this sort of work, I think.
Title: Re: Outer Colony
Post by: Zangi on January 01, 2018, 02:44:42 pm
Dwarf Fortress handles it by making the z-level view flat.  You don't see anything above your current z-level and anything below looks... errr... different.  Open air icon or something.
As for slopes/ramps, those things have a unique icon.   
...  Mind you, I am used to the DF view.  I don't know if DF view is actually intuitive for new people or not.  But, I'm pretty sure that having overhangs and the likes blocking the view is not new people friendly.
Title: Re: Outer Colony
Post by: EuchreJack on January 01, 2018, 08:42:35 pm
Glad to hear you're keeping the Z-levels, hope we haven't driven you into a dead-end.

And thanks for giving us all a tour of your office.  I was getting jealous of Tchey for a second there...
Title: Re: Outer Colony
Post by: ( Tchey ) on January 02, 2018, 03:31:20 am
  I was getting jealous of Tchey for a second there...

I don't even know why i am quoted !
Title: Re: Outer Colony
Post by: ollobrains on January 10, 2018, 08:13:00 pm
looking forward to more great news
Title: Re: Outer Colony
Post by: Cipactli on January 27, 2018, 02:47:09 am
Will ASCII graphics ever be implemented into this game?
Title: Re: Outer Colony
Post by: VoyagerGames on January 28, 2018, 07:05:12 pm
Will ASCII graphics ever be implemented into this game?

It's unlikely that I'll ever make an ASCII view of Outer Colony, although I could probably implement this pretty quickly, if enough people really wanted it.

As a quick update, internal debate continues about the feasibility of the project, when it comes to attracting a wider group of players. We're not really sure at the moment whether a graphics overhaul will make the game significantly more approachable or appealing, and as much fun as it'd be for me to see the game in isometric glory, I don't know if I can justify the massive expense at the moment. I'm sorry it's taking so long for us to decide on the direction we want to take the project, but when so much of my personal money is at stake, I've got to make sure that I make the best decisions possible.

In the meantime, I'm still programming Outer Colony with all the free time I can find! For the last couple of weeks, I've mostly gone back to just coding whatever stuff I feel like coding, rather than addressing known defects or usability issues. The last pair of weekends have been spent tweaking some of the attachment and hate mechanics in the AI, and building more efficient data structures to manage all the human memories. I know these aren't the sort of mechanical features that you guys will readily see when playing (unless you're paying very close attention to specific colonists), but this kind of development is incredibly fun for me, and I wanted to get back to doing these sorts of things for a few weeks.

As always, I'll keep you guys informed of decisions we make regarding the future of the project, and I appreciate everyone's continued patience!
Title: Re: Outer Colony
Post by: Zangi on January 29, 2018, 12:10:54 pm
The graphics is one of the bigger factors in Outer Colony's appeal.

I would prefer simpler/cleaner graphics, like the ASCII, over the super pixelated 80s budget graphics that it has now.  But, ASCII is just as unappealing to the common person.
Title: Re: Outer Colony
Post by: feelotraveller on January 30, 2018, 03:14:22 pm
I'd like to say that graphics mean nothing to me, but that's not quite true.  What is true is that gameplay mechanics and features totally trump graphics.  So if there is a trade-off to be made I am all for sticking with the graphics that already exist.  (Plus I hold onto a hope, likely forlorn, that multi-z levels will one day make their way into the game...)

Actually without having played yet, the tweaking you mention doing above sounds like exactly the kind of thing that will appeal to me about the game, particularly since it is not commonly on offer elsewhere.  :)
Title: Re: Outer Colony
Post by: VoyagerGames on January 31, 2018, 10:34:12 pm
(Plus I hold onto a hope, likely forlorn, that multi-z levels will one day make their way into the game...)

Thanks for the post, feelotraveller! Just to clarify, Outer Colony does have Z levels right now, and it's had them from the beginning. I'm not sure how the confusion arose earlier in the thread, but they've always been an integral part of Outer Colony's world model to this point. The discussion we've been having internally was about removing Z levels from the game and flattening our world model to simplify gameplay.

Ironically, we added top-down views and surface level views (which I think are absent from vanilla DF) in an effort to simplify viewing the world for players, but it almost seems like these views create more confusion than they resolve. Since so much action takes place on the surface, I can't imagine playing OC without the top-down view at a minimum, so it's unlikely that I'll remove it from the game prior to a graphics overhaul, but it seems like some users struggle mightily with the concept of different view types. I suppose there's a lot of work to be done in helping players understand this or in building a new graphics system that presents 3 space in a more readily understood manner.
Title: Re: Outer Colony
Post by: Viken on February 03, 2018, 07:31:29 am
It may just be that most players aren't sure of what options are available for them.  Most games these days are in pure 3D, with a fully movable camera angle that can get into everything.  Having pre-selected options in Outer Colony without explanations or the habit to look for them can cause others to just simply miss 'em all together.

I'd suggest a UI box/icon/whatever solely dedicated to camera movements.  Up and Down on the Z-Levels, different type of view focuses, half-wall or whatever to be added.  Maybe paired with pause and time speed indicators.  You guys should know what i'm talking about.  Lol.
Title: Re: Outer Colony
Post by: VoyagerGames on April 22, 2018, 08:07:05 pm
Hi, guys, this is just a very quick post to keep everyone informed about development progress.

Solifuge and I have been chugging away on weekends and evenings, and the isometric overhaul is well underway. The initial implementation of the new isometric renderer is in place, and a first round of performance improvements was just completed to get everything comfortably up to the FPS cap on my hardware. Dynamic asset scaling to support zoom levels, day-night shading, and a variable color sprite framework are in place to customize characters, items, terrain locations, and other assets.

I can go into more detail on these points if anyone is curious, but our philosophy here is to go as far as we possibly can to produce the best aesthetic possible. We're trying a lot of experimental stuff to get this sort of game to look and function smoothly with isometric rendering, and I think progress is good so far. I'm going to hold off on posting screenshots and videos for now, because I think it'll be more impactful if I wait until we have more production assets in place.

Development is a bit slow from our end, given our lack of free time to work on Outer Colony, but we're focused much more on the quality of our output than speed. The nice thing about being self funded is that there are no time constraints beyond what we impose ourselves. We still have well over a year until this isometric overhaul is completed, but my hope is that we'll have something that's pretty neat and engaging by that point.

Thanks to everyone here for your patience, and we'll keep working on our end. I hope we'll have some slick screenshots and videos to share in the coming months!
Title: Re: Outer Colony
Post by: se5a on April 23, 2018, 06:36:50 am
keen to see it, I struggled a little bit with the pure top down view.
Title: Re: Outer Colony
Post by: ( Tchey ) on April 23, 2018, 02:41:51 pm
Thanks for the update.

Too bad about the "no screenshot" because i personaly don't care about "the impact", i'm only curious and always happy to see and read dev logs on games i'm following, even more in pre-proto-alpha-stage.
Title: Re: Outer Colony
Post by: Blood_Librarian on April 23, 2018, 07:56:12 pm
Ooh. man am I hopeful about this. It's already shaping up to looking like something pretty get damned awesome.
Title: Re: Outer Colony
Post by: VoyagerGames on April 29, 2018, 12:04:49 pm
keen to see it, I struggled a little bit with the pure top down view.

This was certainly the case for a lot of people. The top-down and surface views probably created more confusion than convenience, and despite their complexity to implement, they were probably a net usability loss when compared to a DF-style "Z-level only" view scheme. It's red ocean / blue ocean stuff. Sometimes, you try something new, and it doesn't work. Hopefully, the new scheme is more intuitive.

And sorry for holding off on screenshots, Tchey, but I'll aim to email you some images and videos shortly. I just want to wait on posting things publicly until the visuals are more polished. We're using grey box terrain assets now demonstrate the system, and I'm personally very excited about where we are! I was so pumped when I first got things working that I had to show it off to my girlfriend, and her response was, "Um...looks like some ground. I don't get it." In her defense, this is a pretty normal reaction, and it'd probably look like a bunch of nothing to the casual observer.

Thanks for the kind words, too, Blood_Librarian - I hope you and everybody else can get a solid kick out of the game when the next release is ready!
Title: Re: Outer Colony
Post by: ( Tchey ) on July 01, 2018, 03:40:36 am
Hi !

Everything's good for you and your surrounding ?
Title: Re: Outer Colony
Post by: Torvus on July 03, 2018, 09:44:54 pm
Sam is doing well, just keeping busy with the programming  . He gets caught up in the coding and can forget to check in. He's been hard at work getting everything ready for when the new art assets are ready such as procedurally generated character sprites.

I am Torvus from the OC forums by the way. I've been connected with the project since back when it was called The Far Reaches
Title: Re: Outer Colony
Post by: The Scout on July 04, 2018, 04:16:59 am
Can't wait for it to be released, ready to back into bug testing it.
Title: Re: Outer Colony
Post by: VoyagerGames on July 04, 2018, 03:04:52 pm
Hey guys, huge thanks for the posts. I appreciate your checking in, as well as the continued excitement!

Torvus has been with me on this project since its earliest stages back in late 2011, and he's been a great friend for much longer that. When my time is really crunched, as it has been lately, he steps up and fills in for me on all sorts of tasks. He posts a ton on our forums and answers a lot of questions for players, and I'm really glad to have him on this thread with me.

Development progress has been steady on my end. As Torvus mentioned, one of the biggest things I've coded over the last 2 months has been procedural character sprite generation, and I've finally got a working demo of it! Now, when a human puts on a green jacket, it'll show him wearing a green jacket. When he puts on a kevlar helment, it'll show him wearing a kevlar helmet. There's much better visual feedback on these sorts of things, and it makes the game "feel" better, I think.

I'm going to have to share the early demo with Torvus in the next few days, but I'll probably hold off on posting screenshots here until we've got real pixel art to work with, instead of my hacked-together-in-MS-Paint-assets.

We've been working on getting things rolling on the production of production pixel art assets for the isometric overhaul, too. As most of you guys know, forum member Solifuge (who did much of the pixel art for Stonesense) is handling all of this, and as soon as Solifuge has finished the terrain work that's currently underway, I'll aim to post some screen shots.

Thanks again to everyone for your patience, and I'm looking forward to sharing more updates soon!
Title: Re: Outer Colony
Post by: EuchreJack on July 15, 2018, 09:50:28 pm
Awesome, I always appreciate my pixel dudes and dudettes visually having the equipment they're suppose to have.
Title: Re: Outer Colony
Post by: Blood_Librarian on July 15, 2018, 11:07:28 pm
And it makes my mishmash of random shit I find all the more obvious.
Title: Re: Outer Colony
Post by: Knave on July 16, 2018, 08:02:41 am
Keep it up, everything sounds super promising! :)
Title: Re: Outer Colony
Post by: VoyagerGames on September 03, 2018, 08:03:23 pm
Hey guys, I just wanted to post a quick update on Outer Colony development before I get some sleep.

Coding for the isometric rendering overhaul is approaching completion, and we're currently rendering nearly all the sorts of things that we want to render. We're actually moving on to nice-to-have features of renderer development, like translucent water and real-time, point-sourced lighting effects.

Currently, though, I'm having a great deal of difficulty in finding an isometric pixel artist to produce all the production assets we need. It's a strange sort of problem to have - I've saved up plenty of money and there's a mountain of work to be done, but I just can't seem to find anyone with the requisite skill set to do it.

We keep having conversations with artists, paying out on initial contracts, and then having people flake out on us. If any of you guys know a pixel artist that's looking for long term work on a fun, interesting, and laid-back sort of project, please feel free to pass their names on to me. Ideally, we're looking for candidates with a deep understanding of color theory and orthogonal projection, but I'd be delighted to talk to anyone who's got both talent and motivation.

But the code for the engine overhaul is mostly written, we just need the thousands of sprites re-made, and we'll be ready to resume feature development and testing with isometric graphics. I really hope we can find an artist soon, and I appreciate everyone's patience, as always!
Title: Re: Outer Colony
Post by: Asgarus on September 03, 2018, 11:54:45 pm
Great to hear about your progress! :)

I would think that there are more pixel artists out there though, but I guess that skill is becoming rarer and rarer.

I really hope you'll find someone fitting and able to handle that pile of work to be done!
Title: Re: Outer Colony
Post by: Viken on September 04, 2018, 01:58:10 am
I just did a bit of advertisement for Outer Colony on a different forum.  May or may not get any hits from it, but I linked to both the forum here and the Outer Colony webpage, asking specifically for pixel artists interested in making a bit of money for their work.

I still have high hopes for Outer Colony, so it's good to hear that development is going apace.  Hopefully you are able to get your money back from the flakes though.  Stuff like that definitely needs to be put under contract.  Ugh.
Title: Re: Outer Colony
Post by: ( Tchey ) on September 04, 2018, 04:46:29 am
artists

Would you have pictures of what you expect, arts wise ?
Title: Re: Outer Colony
Post by: VoyagerGames on September 04, 2018, 08:11:53 pm
Quote
I would think that there are more pixel artists out there though, but I guess that skill is becoming rarer and rarer.
Hi, Asgarus, and thanks for still following the project, man! I think we've just been having a run of bad luck lately. There are people out there who have the skills and motivation to work on a project like this, but we've just been having some trouble connecting with them. If we keep trying, I'm sure we'll eventually find the right person.

Quote
I just did a bit of advertisement for Outer Colony on a different forum.  May or may not get any hits from it, but I linked to both the forum here and the Outer Colony webpage, asking specifically for pixel artists interested in making a bit of money for their work.
Oh man, the biggest thanks possible! That's hugely appreciated. We really just need to find a motivated pixel artist that's the right fit for our team.

Quote
Hopefully you are able to get your money back from the flakes though.  Stuff like that definitely needs to be put under contract.  Ugh.
Yeah man, I actually use copyright transfer agreements and formal work order contracts with all the team members who are producing assets. It just helps clarify the deliverables for each batch of work, and it keeps everything tight and clear from an intellectual property perspective. Plus, defining work in discrete sets like this facilitates my paying upfront, which I've been told by team members is one of the nice things about working on Outer Colony.

The problem is that the dollar amounts on these initial contracts are low, to minimize risk if someone does flake out. But the flip side of that is that if a prospective artist decides they don't feel like working on the project anymore, they can disappear or deliver assets that aren't up to spec. They know it'll cost me thousands of dollars to hire a lawyer and pursue recourse, and it would be insane to do that to try to recover a couple hundred dollars.

The biggest issue, though, is the amount of time we have to invest in onboarding a new artist. We've got to bring them up to speed on the vision, familiarize them with the game and its themes, and jointly formulate a plan to make compelling visuals. So every artist we go through represents a loss of many, many weeks worth of time.

Quote
Would you have pictures of what you expect, arts wise ?
That's a great question, Tchey, and right now we actually don't – that's intentional. My goal is to find an artist who's a real master of the craft. Someone who understands color theory, mood, technical nuance, and all the things that go into making a game have a great look-and-feel. I don't know a damned thing about art, especially game art, so we want to give a great deal of creative freedom and general autonomy to whoever we bring on to produce the sprites.

In a sense, we're hiring less of a traditional artist, and more of a graphics director. Part of being a competent project manager is understanding what you can and can't do. I can write mountains of interesting code and try to exploit it to create novel gameplay. I can't create sprites for Outer Colony, and I can't really define its visual style alone, either. My aim is to delegate this to someone who does have the expertise and can do these things.

I'll keep you guys posted as we continue our search, and I appreciate everyone's continued support!

*And just as a final aside, everybody we've met on these forums has been great with their contributions to the project. The characters who've flaked out on us were not people we met via the DF boards.
Title: Re: Outer Colony
Post by: Retropunch on September 05, 2018, 02:34:52 pm
As always, really excited about this.

In regards to art, I'd really, really recommend trying to find a 'new' art style for it if possible. I know there's 'nothing new under the sun' and all that, but I don't think something that just looks like rimworld/prison architect etc. would suit. I only say that because it seems to be the default graphics style at the moment, and whilst I have nothing but respect for those sorts of games, they all merge into one and it'll be more difficult to stand out.

Even if the design ends up a bit out there, it'd be better than generic sci-fi sprites #24252.

Title: Re: Outer Colony
Post by: Viken on September 05, 2018, 05:35:25 pm
As always, really excited about this.

In regards to art, I'd really, really recommend trying to find a 'new' art style for it if possible. I know there's 'nothing new under the sun' and all that, but I don't think something that just looks like rimworld/prison architect etc. would suit. I only say that because it seems to be the default graphics style at the moment, and whilst I have nothing but respect for those sorts of games, they all merge into one and it'll be more difficult to stand out.

Even if the design ends up a bit out there, it'd be better than generic sci-fi sprites #24252.

The biggest problem with art design is the point-of-view of the player.  Especially with top-down perspectives, there's only so much you can do without making it look like stick figures laying on their sides.  Lol.  The 'blob-person' style of Rimworld/Prison Architect lends itself very well to the top-down perspective, but also limits the range of what's possible when dealing with the art assets.  There are only so many different styles of hair and body shapes that people can come up with there.

I'd know, I enjoy those sorts of mods from Rimworld myself.  *Snickers*  Anyway, as for actual style goes, I'm actually hoping for something at least somewhat futuristic.  Everyone decked out in comfortable body suits with attachment points for armor or equipment would be a nice basic-level uniform, for example.  Slim-lined high tech machinery at the end game while the starting equipment is big, bulky, ugly and cheap.

All sorts of options there.
Title: Re: Outer Colony
Post by: VoyagerGames on September 09, 2018, 03:25:18 pm
I think you guys are insightful with these posts about the game's visual direction. We definitely won't be going with a RimWorld / Prison Architect sort of style. I haven't played those games before, and while I'm sure they're amazing, I don't think that visual style would really fit the experience we're trying to create here.

We're 100% going with an orthogonal / isometric projection for the new visuals, in order to more properly display the world in 3 dimensions. When we're talking to artists now, we share screenshots of Stone Sense, Baldur's Gate, Planescape Torment, and a couple other late 90s / early 2000s isometric games. The style hit an interesting kind of peak then, and I think it'd just fit great with what we're trying to make here. I don't think we want to go very low-fi with our graphics, because I don't think it'd fit quite right with the game's overall feel.

We still haven't had any luck finding someone to work with us, despite my eagerness to shovel cash at a qualified candidate. I've tried recruiting from DeviantArt, but haven't had good responses in the last few weeks. Would you guys be able to suggest a place for finding a freelance pixel artist? I'm halfway considering going all out and hiring somebody as a W2 / regular employee to get this done, as that's what it feels like it might take to get somebody with the necessary skills. At that point, I'd probably post the job on Indeed / Monster / Careerbuilder. Any ideas you can share for recruiting a pixel artist would be hugely appreciated!
Title: Re: Outer Colony
Post by: Retropunch on September 09, 2018, 04:44:13 pm
I think you guys are insightful with these posts about the game's visual direction. We definitely won't be going with a RimWorld / Prison Architect sort of style. I haven't played those games before, and while I'm sure they're amazing, I don't think that visual style would really fit the experience we're trying to create here.

We're 100% going with an orthogonal / isometric projection for the new visuals, in order to more properly display the world in 3 dimensions. When we're talking to artists now, we share screenshots of Stone Sense, Baldur's Gate, Planescape Torment, and a couple other late 90s / early 2000s isometric games. The style hit an interesting kind of peak then, and I think it'd just fit great with what we're trying to make here. I don't think we want to go very low-fi with our graphics, because I don't think it'd fit quite right with the game's overall feel.

We still haven't had any luck finding someone to work with us, despite my eagerness to shovel cash at a qualified candidate. I've tried recruiting from DeviantArt, but haven't had good responses in the last few weeks. Would you guys be able to suggest a place for finding a freelance pixel artist? I'm halfway considering going all out and hiring somebody as a W2 / regular employee to get this done, as that's what it feels like it might take to get somebody with the necessary skills. At that point, I'd probably post the job on Indeed / Monster / Careerbuilder. Any ideas you can share for recruiting a pixel artist would be hugely appreciated!

I'd suggest going to proper job websites if you're thinking about taking it seriously - DeviantArt and the like are all well and good for bits, but this seems as though you want someone to be a team member rather than someone just to 'do a bit of art' for you. If you don't want to do that, depending on where you live it may be that there are universities/art colleges/studios which you could go to. The one thing that artists are always short of is proper paid employment, and so I'm sure you'd get a good response!

For all of this, I'd suggest putting in place a rigorous testing process - don't just go off their portfolio. Maybe describe a scene (or better yet, set it up in game!) and ask them to recreate it as they would see it looking in a finished product (GUI and all). It's a lot of work, so allow for it to be a bit rough round the edges, but doing something like that would help you find the right person. I would personally suggest putting a time limit on it - nothing harsh, just keep it relatively short so that you know they can deliver promptly.

I've got a friend who does game art (unfortunately nothing like what you're looking for) and I've heard them chat a lot about their experiences. One of the big things they kept getting offered is 'profit share' schemes and similar - whilst you may have the best will in the world with it, it's a big red flag for many people. Also, when he freelanced, he also moaned a lot about people saying 'do your vision' but they really had one in mind but just didn't say - make sure you get it all out in the open before hand! Just things to think about.
Title: Re: Outer Colony
Post by: BigD145 on September 09, 2018, 11:21:08 pm
Artstation and Pixeljoint have a lot of talent. I'd be looking at more targeted communities.
Title: Re: Outer Colony
Post by: VoyagerGames on September 16, 2018, 05:57:56 pm
Really good suggestions, Retro and BigD. I've been going through portfolios / resumes over the last couple weeks, and I'm about to give a pixel artist something of a test run on a minor contract. I'll see how this candidate does with a work order to produce some real assets for the game, and if they turn out great, we'll just keep going from there!

Artstation and Pixeljoint have a lot of talent. I'd be looking at more targeted communities.
Oh man, these are some pretty awesome websites! I'm kinda' shocked I never came across them in my searches, but if the current candidate doesn't work out, I'll definitely try these places for further recruiting efforts. Thanks again, man!
Title: Re: Outer Colony
Post by: ConscriptFive on September 17, 2018, 10:03:53 pm
Something to keep in mind: the problem with one-off art commissions is that it can get tough to keep the artwork stylistically consistent between artists.  If you end up patching in more content or other DLC later, you're stuck having to find that guy again or go and redo everything.
Title: Re: Outer Colony
Post by: Fleshbits on November 01, 2018, 08:29:57 pm
Is this game available? Saw this thread, looked it up, don't see a download or buy button anywhere.
Title: Re: Outer Colony
Post by: EuchreJack on November 01, 2018, 08:39:44 pm
Is this game available? Saw this thread, looked it up, don't see a download or buy button anywhere.

I'll save the developer a second and post this https://voyagergames.com/ (https://voyagergames.com/)

Hm, seems they took down the demo.  Maybe they would be nice enough to release it somewhere?
Title: Re: Outer Colony
Post by: Torvus on November 01, 2018, 09:30:38 pm
Is this game available? Saw this thread, looked it up, don't see a download or buy button anywhere.

I'll save the developer a second and post this https://voyagergames.com/ (https://voyagergames.com/)

Hm, seems they took down the demo.  Maybe they would be nice enough to release it somewhere?

Sam took it down because the demo as it is now is not representative of the game as it will be upon release now that he's chosen to go with an isometric view. I dont think he'd mind my telling you that a new pixel artist has been found and the first set of ground sprites have been produce, but not enough for an isometric demo.
Title: Re: Outer Colony
Post by: EuchreJack on November 02, 2018, 12:06:45 pm
Is this game available? Saw this thread, looked it up, don't see a download or buy button anywhere.

I'll save the developer a second and post this https://voyagergames.com/ (https://voyagergames.com/)

Hm, seems they took down the demo.  Maybe they would be nice enough to release it somewhere?

Sam took it down because the demo as it is now is not representative of the game as it will be upon release now that he's chosen to go with an isometric view. I dont think he'd mind my telling you that a new pixel artist has been found and the first set of ground sprites have been produce, but not enough for an isometric demo.

Thanks for the update.
Title: Re: Outer Colony
Post by: Torvus on November 02, 2018, 08:20:23 pm
Of course. I am always happy to answer any questions that I can.
Title: Re: Outer Colony
Post by: VoyagerGames on November 12, 2018, 03:05:48 pm
Hey guys, thanks for the questions and posts - this is just a quick update here.

Torvus is correct that we took the existing beta release offline, since the isometric rendering overhaul is going to change the way that the game plays and feels. We're going to re-release the beta with the exact same gameplay features once the graphics overhaul is done, but we've still got a lot of sprite production left before that will happen.

Development is progressing on our end, although it's obviously at a lesser pace than in past years, since full-time+ consulting soaks up most of time. I'm constantly engaged in various programming tasks related to the rendering overhaul, but most of it isn't things that players would care much about. This weekend I adjusted how byte-matrix compression works to try to squeeze more performance out of the engine, and I finished updating the project to work with Java 11, since we don't want to fall behind the Java-release curve. That was actually quite a bit of work, since the jokers at Oracle decided to decouple JavaFX from the core JDK, but I managed to get the game running on the new JDK about an hour ago.

Sprite production is finally starting to progress at a good clip. I think we've got a fantastic pixel artist that's joined our team, and he's cranking out isometric assets that look sharp to me right on the schedule we've set up. We've got thousands and thousands of sprites to make, but it's only a matter of time.

I appreciate everyone's patience, and I'll post additional updates as soon as we have something cool to show. It'll probably be a while longer until we cross that threshold, but again, I'm really grateful to you guys for all the testing you've done and support you've shown for the project.
Title: Re: Outer Colony
Post by: Blood_Librarian on November 12, 2018, 04:25:23 pm
Wonderful.

I eagerly wait for something to toy with.
Title: Re: Outer Colony
Post by: ollobrains on November 14, 2018, 08:59:29 pm
also keeping an eye on things
Title: Re: Outer Colony
Post by: ( Tchey ) on November 15, 2018, 10:43:04 am
Thanks for the status update.
Title: Re: Outer Colony
Post by: ( Tchey ) on March 22, 2019, 01:59:39 pm
Hi !

Spring is a good time for some news, isn't it ?
Title: Re: Outer Colony
Post by: ollobrains on March 24, 2019, 07:01:43 am
been a little light but things are still going
Title: Re: Outer Colony
Post by: Torvus on March 24, 2019, 09:28:50 pm
Hi !

Spring is a good time for some news, isn't it ?

Hello! Sam could of course give a better update, but I can tell you that things are moving along. I have no background in coding, so some of what Sam says goes over my head, but basically, the systems are in place now to facilitate the isometric graphics and he's just been plugging them in as he gets them. A pixel artist has been found and has been producing the assets. To speed things up, Sam is looking to bring on another pixel artist. I believe Sam himself is currently implementing fixes and suggestions that he put on hold before beginning the graphics overhaul.
Title: Re: Outer Colony
Post by: Xantalos on March 26, 2019, 10:41:30 am
I figure I'll keep an eye on this. Seems like a pretty interesting project.
Title: Re: Outer Colony
Post by: mazarus on April 21, 2019, 07:13:59 pm
Hey, Just saw on their youtube page they posted a video demo of the Isometric overhaul, And it looks pretty awesome in my opinion.

here's the link:
https://www.youtube.com/watch?v=H9-I9Q3IOvg (https://www.youtube.com/watch?v=H9-I9Q3IOvg)
Title: Re: Outer Colony
Post by: VoyagerGames on April 21, 2019, 09:10:09 pm
Hey, Just saw on their youtube page they posted a video demo of the Isometric overhaul, And it looks pretty awesome in my opinion.

here's the link:
https://www.youtube.com/watch?v=H9-I9Q3IOvg (https://www.youtube.com/watch?v=H9-I9Q3IOvg)

Hey Mazarus, thanks for the post, man! You beat me to it!

-----------------------

Spring is a good time for news, Tchey.

Sorry it's been a while since I posted, but Torvus is correct. Things have been progressing on my end, and most of the core code for the isometric rendering framework has been done for a while. There are still a bunch of details and peripheral features to be implemented in code, but it's getting there.

The biggest challenge has been getting all the necessary isometric sprites made. I think I'd mentioned it before, but we had some personnel issues on the art team that wound up causing the project a few months worth of delays. On the bright side, I think we've finally got a reliable team assembled, and sprite production has been proceeding steadily since about the midpoint of winter. Just last week, we brought an animation specialist onto the team, and the first animated, isometric assets should be making their way into the game shortly.

One of the difficulties we face in developing Outer Colony is that the sheer numbers of things to render is just staggering. When you factor in isometric angles, higher fidelity frame rates on the animations, and the system for procedural sprite generation we're using, the number of images is borderline astronomical. Thousands of individual images are needed, and it just takes a lot of time and money to produce them all.

With all that said, I think things are finally approaching a point where I can share some screenshots of how it's looking so far. Keep in mind, this is just a very early preview, and it's still very much a work in progress and subject to improvement and change. The focus in these screenshots will mostly be on environment visuals for the biomes (terrain, ground cover, and plant node sprites are all complete), with some concrete buildings (structure sprite production is underway) and basic items (also underway).

I'll start with screenshots, and video demos will appear toward the bottom.

Just as a reminder, this is a graphics / renderer-only overhaul. All the gameplay is identical to the alpha release from last year (although it's being gradually expanded, too). The only thing changing here is the visuals. I think, though, that the isometrics are already yielding gameplay benefits, as world-space feels much easier to navigate, and the 3D nature of Outer Colony's worlds is now much easier to comprehend.

Here's a screenshot showing the intersection of a few different biomes, badlands, desert, and xeric shrublands:
(https://voyagergames.com/wp-content/uploads/2019/04/Biome_Intersection.png)

The same area, at a farther zoom level:
(https://voyagergames.com/wp-content/uploads/2019/04/Biome_Intersection2.png)

Here's an image a treeline, with a mountain sloping upward to the west:
(https://voyagergames.com/wp-content/uploads/2019/04/Tree_Line.png)

A river running through tundra, with taiga to the south:
(https://voyagergames.com/wp-content/uploads/2019/04/River_Tundra.png)

A temperate rain forest at night:
(https://voyagergames.com/wp-content/uploads/2019/04/RF1.png)

Coast line of a temperate rain forest:
(https://voyagergames.com/wp-content/uploads/2019/04/RF2.png)
A small stream, flowing down a mountainside:
(https://voyagergames.com/wp-content/uploads/2019/04/River2.png)

More coastline, with badlands transitioning to prairie:
(https://voyagergames.com/wp-content/uploads/2019/04/Coast1.png)

Here's a concrete cantina in a desert;
(https://voyagergames.com/wp-content/uploads/2019/04/Cantina.png)

A glacier creeping into tundra:
(https://voyagergames.com/wp-content/uploads/2019/04/Glacier.png)

A river bisecting arid terrain:
(https://voyagergames.com/wp-content/uploads/2019/04/River_Desert.png)

A view of a single Z-level slice, showing the inside of a concrete building with some dressers scattered about:
(https://voyagergames.com/wp-content/uploads/2019/04/Dressers.png)

Here's a temperate forest in the summer:
(https://voyagergames.com/wp-content/uploads/2019/04/Summer.png)

And that same temperate forest in autumn:
(https://voyagergames.com/wp-content/uploads/2019/04/Fall.png)

Some conifer trees near a lake at nighttime:
(https://voyagergames.com/wp-content/uploads/2019/04/Lake.png)

Some concrete ruins, an abandoned outpost in a marshy jungle:
(https://voyagergames.com/wp-content/uploads/2019/04/Jungle_Ruins3.png)

A canyon, winding through scorched lands:
(https://voyagergames.com/wp-content/uploads/2019/04/Canyon.png)

And here's quick video showing some basics of world navigation, just going around to different parts of a small world, viewing different Z-levels, scouting different biomes and structures.
https://www.youtube.com/watch?v=H9-I9Q3IOvg&feature=youtu.be

I'll be posting more about procedural item sprite generation (we're dynamically generating and shading item sprites to show the materials they're made of), procedural character sprite generation, and some early animations in the near future. I've got to be up early for my day job tomorrow, so I'll get some sleep for now, but I hope you guys like the look of this so far.

If you've got any questions, as always, feel free to ask!
Title: Re: Outer Colony
Post by: Knave on April 21, 2019, 09:25:40 pm
Looks great!

I know it was a tough decision choosing between top down and isometric, but based off the screens it really looks to have paid off so far. :)

Keep em coming!
Title: Re: Outer Colony
Post by: se5a on April 21, 2019, 11:31:19 pm
Niiiiice,
looking forward to trying it!
Title: Re: Outer Colony
Post by: Viken on April 22, 2019, 05:52:12 am
@VoyagerGames - Think you could add in a wireframe/outline mode to the visuals?  I have a problem with my eyes where I cannot see in '3D', so judging angles and elevation are really hard for me, especially when the colors tend to blend into each other.  It's easier with the greens and darker colors, because you do have a spacing between the individual cells, but for the desert and other light-colored terrain it is nearly impossible for me to see the details.

You can consider it a request for thus of us who are visually impaired, or those of us who prefer to have visible grid-lines in games like Civilizations.  Lol.

Other than that it is looking really nice!
Title: Re: Outer Colony
Post by: VoyagerGames on April 22, 2019, 08:29:28 pm
@VoyagerGames - Think you could add in a wireframe/outline mode to the visuals?  I have a problem with my eyes where I cannot see in '3D', so judging angles and elevation are really hard for me, especially when the colors tend to blend into each other.  It's easier with the greens and darker colors, because you do have a spacing between the individual cells, but for the desert and other light-colored terrain it is nearly impossible for me to see the details.

You can consider it a request for thus of us who are visually impaired, or those of us who prefer to have visible grid-lines in games like Civilizations.  Lol.

Absolutely, man! In the future, if we can, let's work together on getting this right! I actually care a lot about accessibility in games, and for a good while I was talking with a guy on Twitter about how to possibly make Outer Colony playable for people with severe visual impairments. It's a big challenge for a game like this, but in the long term, it's something I'd like to work towards.

I think there's some stuff I can do to at least improve the contrast on the grid lines, and as we get closer to the next beta release, I will see what I can do. Please remind me about this if I forget!
Title: Re: Outer Colony
Post by: stingpie on April 25, 2019, 09:46:33 am
Hey, So @voyagergames , I'm really trying to download and play outer worlds, but I can't find the download. I've gone just about everywhere, but I can't find the download. I tried asking on your forums, but in order to register, I have to do a reCAPTCHA code, which has apparently been shut down. Because of that, This is the only way I can think of contacting you. I would really like to play your game, but currently, I think it's impossible for me to get it. Thank you for considering.
Title: Re: Outer Colony
Post by: Torvus on April 25, 2019, 11:35:01 am
Hey, So @voyagergames , I'm really trying to download and play outer worlds, but I can't find the download. I've gone just about everywhere, but I can't find the download. I tried asking on your forums, but in order to register, I have to do a reCAPTCHA code, which has apparently been shut down. Because of that, This is the only way I can think of contacting you. I would really like to play your game, but currently, I think it's impossible for me to get it. Thank you for considering.

Thanks for taking an interest in the game. I'm afraid you are correct in that there is no way to download the game currently. Sam decided to take the demo down when he began moving toward isometric graphics as the old tile view would no longer be a good preview of the finished game. You can expect a new demo once there are enough sprites to support it.

As for the forums, I'm sorry to say it has become a favorite target for Spam bots so registration has to be disabled for the time being.

Sorry for the inconvenience, but when a new demo is available,  you can be sure it will be announced in this thread.
Title: Re: Outer Colony
Post by: Mephansteras on April 25, 2019, 03:40:58 pm
PTW
Title: Re: Outer Colony
Post by: VoyagerGames on May 05, 2019, 08:46:52 pm
Lately I haven't been posting updates after just a week or two, but I figured I'd drop one this evening, just to give a window into what a typical weekend of Outer Colony progress is like.

To kick things off on Saturday, I got a few emails out to keep the pixel artists chugging away on their current contracts. The first animated sprites are now in-game and operational, and animations for a bunch of machinery and technical objects are being produced now. We're working hard on hammering out a cohesive aesthetic, so some of the work has been pretty concept heavy, but I think the diligence in producing a coherent and sharp style for Outer Colony tech is going to pay dividends.

Work is also underway on building-material sprites, so you should be seeing wooden, stone, metal, and other structures appearing in-game soon. Coding for procedural item sprite generation is also complete, and once a few more of the actual sprites are done, I should be able to post a pretty cool demo to show the whole thing off.

After finishing off the obligatory team emails, I took the rest of the weekend to work on engine and performance improvements. I managed to write a bunch of new code for improved occlusion culling and better engine support for JavaFX's hardware rendering pipeline, so Outer Colony should now take full advantage of players' GPU hardware. This effort yielded a pretty drastic and measurable improvement by the time I wrapped it up this evening, particularly for zoomed-out views. The counts on draw calls have been cut by a further 60%+ over the last round of optimizations, and everything's now rendering at the FPS cap without putting significant strain on my CPU.

I'm really glad I finally had a chance to make some of these engine improvements, as they constitute and important piece of the usability puzzle. Outer Colony should now run as smoothly as a player would expect a game to be. I also updated the project to run on Java 12, and that's the JRE I'm now distributing along with internal releases.

That's about what a typical weekend of work on Outer Colony looks like. I know progress is a bit slow, but I appreciate everybody's patience and continued interest. Hopefully I'll be able to post another, more content-rich update soon. 'Til next time, I'll leave you guys with a screenshot of some settlement ruins near a beach, showing some animated solar power generators, and (now) running at FPS cap!
(https://voyagergames.com/wp-content/uploads/2019/05/Beach_Settlement.png)
Title: Re: Outer Colony
Post by: ( Tchey ) on May 06, 2019, 10:07:49 am
Thanks for the update.

The camera is fixed, or can be rotated ?
If fixed, how will you deal with stuff behind other stuff ?
If rotations, ther are free or 90/45/others ?
Title: Re: Outer Colony
Post by: EuchreJack on May 13, 2019, 03:07:13 pm
Its looking better.
Title: Re: Outer Colony
Post by: Blood_Librarian on May 13, 2019, 09:57:10 pm
I'm happy enough that development is still chugging along, the game is starting to shape out to something wonderful

Do the solar panels track the sun as it passes by?



I also noticed that the UI is still what it was, Are there any plans for the UI to be modified, @VoyagerGames?
Title: Re: Outer Colony
Post by: Torvus on May 15, 2019, 01:55:31 pm
Thanks for the update.

The camera is fixed, or can be rotated ?
If fixed, how will you deal with stuff behind other stuff ?
If rotations, ther are free or 90/45/others ?

Sam can correct me if I'm wrong, but it will rotate at fixed angles.


Do the solar panels track the sun as it passes by?


I dont believe so, but they will noticeably turn off at night or when the sky is sufficiently overcast
Title: Re: Outer Colony
Post by: ollobrains on May 15, 2019, 04:53:47 pm
it is looking pretty nifty
Title: Re: Outer Colony
Post by: VoyagerGames on June 09, 2019, 08:48:14 pm
Hey guys, this is just a quick, end-of-the-weekend update.
Programming work chugs along with the typical sorts of tasks. This weekend, I fixed a handful of minor bugs I've found in isometric rendering, I've been working on new, Z-level shift animations to try to help new players understand 3-space even more, and I've been incorporating all the new sprites that the art team has been producing.

Much of the focus recently has been solidifying the isometric, animation framework, and the artists are getting as comfortable as possible with animating sprites at the Outer Colony pixel resolutions. A lot of the start of this process has been with machinery animations, and I'll just share a few gifs of machines that've been produced so far.

You can see a video of a bunch of wind power generators on a slope in some badlands here:
Wind Generators in Action! (https://youtu.be/-p0WckG5ryU)

Once the remaining machinery sprites are finished, we'll be moving on to procedurally generated human sprites and finishing the procedurally generated item sprites. Some pretty cool demos should follow in the not-too-distant future.

As progress has continued with machinery sprites, new building material sprites have also made their way into the game. Here's an outpost made out of stone, specifically granite:
(https://voyagergames.com/wp-content/uploads/2019/06/Granite_Buildings.png)

And here are some fiberglass / tech-material structures, near some coastline in frigid wastes:
(http://voyagergames.com/wp-content/uploads/2019/06/Fiberglass_Outpost.png)

The outpost in this picture is dug into a slope, which makes it the subject of my next video:

The camera is fixed, or can be rotated ?
If fixed, how will you deal with stuff behind other stuff ?
If rotations, ther are free or 90/45/others ?

Great question, Tchey, and Torvus is right. The camera angle can be rotated, at 90 degree increments. Here's a quick video that demonstrates this, showing all 4 angles of the outpost from the screenshot above:
Camera Rotation Demo (https://www.youtube.com/watch?v=8qcBcW1CZS4&feature=youtu.be)

Quote
I also noticed that the UI is still what it was, Are there any plans for the UI to be modified, @VoyagerGames?
Another good question, BloodLibrarian. The game's UI is the subject of constant improvement, the goal being to iterate from where we are now to a more smooth and functional experience. What we have now is a baseline - everything works. But there's a lot of room for improvement. We need to finish the isometric overhaul and re-release the beta with the new system in place. Then we can get the play-testing and real user feedback we need to make the necessary improvements.

Right now, I could guess at what would work well for users, but I don't think it'll be as effective a use of my time as implementing feedback from real play testing. So there's a lot of work to be done on this front, but it's on hold until we get real players hammering away at the game again.

Quote
I dont believe so, but they will noticeably turn off at night or when the sky is sufficiently overcast
This is correct. Solar panels don't visually track the sun, because of the how our sprites exist in the rendering engine. They're isometric pixel art, rather than 3D models, so there's no way to "rotate" them the way you might expect of a 3D game. There are things we could do with static animations in the future, but right now, the animations satisfy their purpose of showing the functionality of the device. They show when they're working (in sufficiently bright sunlight) and show when they're not working (when it's nighttime, too overcast, in a sandstorm, etc).

Thanks for the kind worlds, EuchreJack and Ollobrains, and as always, I appreciate everyone's continued patience. I hope to get you guys something playable again in the coming months!
Title: Re: Outer Colony
Post by: Vivalas on June 09, 2019, 11:21:00 pm
This does look pretty cool now, excited for when it comes out on release again
Title: Re: Outer Colony
Post by: VoyagerGames on October 06, 2019, 06:32:07 pm
It's been a while since I've posted an update, but I wanted to let everybody know that development is still chugging along. I'll aim to post a more thorough progress update either next weekend or the one after, but tonight I'll share a couple neat visuals that have come together over the course of the last couple months.

I decided to invest a bit of time in programming a system to render per-tile weather effects, which more accurately depict what's happening in the underlying world model. There's still a bit of ground to cover, and I'm waiting on sprites for snow and sandstorm effects, but rain is in-place. You can see a quick demo video here, although it looks really bad on YouTube at the moment. Hopefully it looks better after YouTube has had some more time to process the video, but if you see compression artifacts / blurring out the falling rain and raindrops hitting the ground, know that it doesn't look like that in-game:
https://www.youtube.com/watch?v=qiE5hRgUbUI&feature=youtu.be

My hope is that being able to see storms moving across the world in real-time, watching rain drops hit individual spots, seeing exactly where rain transitions into snow - that these sorts of things help the user experience the world in higher fidelity, and maybe that it improves immersion a bit. If nothing else, hopefully it'll at least looks cool.

Various systems for procedural sprite generation are also fully programmed, and I'm just waiting on assets from the artists to demo them. Procedural human sprite generation and animation are ready to go, so you'll now see characters wearing different clothing items, having different hair colors, holding different items, and other features that will visually convey the actual state of the humans as they exist in-game.

The same goes for procedural item sprite generation, which now allows users to see the materials that their items are made out of. The screenshot below shows a procedurally generated sprite for a luxurious bed, with a frame made of solid gold, a mattress / sheets made from dyed cotton, a headboard hewn of human bone, and a headboard adornment fashioned from omspice tree wood:
(https://voyagergames.com/wp-content/uploads/2019/10/Item_Sprite_Demo.png)

I think it's pretty cool being able to actually see the materials and sub-components that your items are made out of, and programming the various shaders / image cachers / other stuff that went into this system was a ton of fun. I hope that this also helps users connect more with their colonies (being able to actually see a solid gold sculpture next to a granite one is cool) and to experience the depth of simulation more easily.

Needless to say, making all this work has involved an astronomical number of individual sprites, so progress isn't fast - but almost all the item sprites are done, and I feel like the results have been worth the effort.

I'm a bit tired and have to get some sleep before work tomorrow, but I'll aim to make a demo video in the coming weekends, showing swapping out components made of different materials and really walking everybody through how it all works.

Huge thanks to everyone for all your patience, and I hope to post another update soon!
Title: Re: Outer Colony
Post by: ( Tchey ) on October 09, 2019, 11:12:12 am
I'm looking forward to playing that again, one day.
Title: Re: Outer Colony
Post by: se5a on October 09, 2019, 02:34:52 pm
Yeah I too am keen to give it another shot.
Title: Re: Outer Colony
Post by: stingpie on January 02, 2020, 07:21:49 pm
Hey, don't mean to be rude, but I would really like an update on the procedural graphics. I don't need an extensive update, I would just like to know what percentage of the sprites are done.
Title: Re: Outer Colony
Post by: VoyagerGames on January 12, 2020, 11:14:59 pm
Hey, don't mean to be rude, but I would really like an update on the procedural graphics.
Hi Stingpie, thanks for the question! It's never rude to post here, always feel free to ask anything you'd like. I appreciate any interest that anyone has in the project.

I haven't posted an update here in a while, but I've been meaning to do so. My day job was pretty taxing in the back half of 2019, but work continues every weekend. I only have very limited free time at present, and I've been focusing what little I have on keeping the project moving forward. Unfortunately, that's come at the expense of communicating updates.

There's a ton of stuff I could talk about, but I've really got to get some sleep, as I have to be up for work in a few hours. As for your question, it's so, so hard to give a percentage. I can break down progress on features that have to be finished prior to the isometric re-release, and hopefully this can give an idea of where things are:

-Isometric Terrain Sprites: Done
-Isometric Plant Sprites: Done
-Isometric Building Sprites: Done
-Isometric Item Sprites: Underway
--All animated items, like machinery: Done
--Procedurally Generated Furniture Items: Done
--Procedurally Generated Tombs / Monuments / Coffins: Done
--Miscellaneous Items (Food, Ammo, Weapons, etc): Underway
-Isometric Creature Sprites: Underway (code all in place, ~20% of species fully animated / complete)
-Isometric / Procedural Human Sprites: Underway
--Baseline Human Animations / Formatting / Generation Work: Done
--Clothing / Item Sets: Underway (first full clothing set under contract / being worked on now)
-Isometric Vehicle Sprites: Not Started
-Isometric Robot Sprites: Not Started

Plenty of other important work has been hammered out, too. I've been focusing hard on improving the user interface / UX, and smoothing / simplifying the controls to the greatest extent possible. Some of the early efforts here have focused on engine improvements. For starters, I replaced the OS-level windows with internal windows / frames, which provide a more familiar experience to people accustomed to computer games. You can see what the streamlined UI looks like below. All the windows are movable, so you can lay out the UI however you deem fit. It eliminates a lot of the wasted space of the right-side toolbar that existed before and leaves the player with a lot more usable area:

(https://voyagergames.com/wp-content/uploads/2020/01/New_UI.png)

This wound up taking a bunch of time. JavaFX doesn't feature any sort of internal-windowing system, so I had to write my own windowing framework from scratch. This sort of thing is the downside of building your own game engine.

Hopefully I can post some new videos and better updates soon. I'm going to keep pressing forward - thanks to everybody for your continued patience!
Title: Re: Outer Colony
Post by: Mephansteras on January 13, 2020, 12:05:30 pm
Nice to see an update. And I have to say, I'm always impressed when someone can handle both a day job and a side project like this for an extended period of time. A lot of projects with promise get abandoned, so kudos for the dedication!
Title: Re: Outer Colony
Post by: mightymushroom on January 13, 2020, 12:39:51 pm
That pond is just beautiful.
Title: Re: Outer Colony
Post by: Blood_Librarian on January 13, 2020, 07:45:32 pm
this is looking like a fun game, thank you for continuing development.
Title: Re: Outer Colony
Post by: ( Tchey ) on January 17, 2020, 03:58:04 pm
I'm still lurking !
Title: Re: Outer Colony
Post by: VoyagerGames on January 20, 2020, 09:23:14 pm
And I have to say, I'm always impressed when someone can handle both a day job and a side project like this for an extended period of time. A lot of projects with promise get abandoned, so kudos for the dedication!
Thanks, man. I've been working on this for so long...I probably shouldn't say out loud when the first, primordial lines of code were written. At this point, it's more a source of embarrassment than pride. There's just no other good way at present to fund the operation than by consulting during the week, so that's the way forward.

When I can find time, I'll have to post a general state-of-the-project update. I just had to focus on emailing the artists and integrating new assets over the weekend, and I didn't have time to post a proper reply here. I wanted to make that demo video for procedural item sprites as well, but my girlfriend got sick, I had to take her to the Minute Clinic, and there just weren't enough hours for everything.

Quote
this is looking like a fun game, thank you for continuing development.
Blood Librarian, good to hear from you! Honestly, it's people's kind words and the sort of support I've gotten here that keep me going. I really hope that some day, people other than me can have a lot of fun with this.

Quote
That pond is just beautiful.
Hugely appreciated! The water effects, simple as they are, are some of my favorite visuals in the game. I'm excited to showcase the improved weather effects when they come out, too. Sometimes, if I'm just hanging out on my computer, I'll open a window of Outer Colony on my second monitor and let the nature just hang out on screen. It's kinda' relaxing, just watching the day night cycle, watching the weather change, watching the seasons shift, watching animals and birds and stuff roam around, living their virtual lives. Maybe it's like a screensaver? I don't know, maybe it's weird to say, but I like it.

Quote
I'm still lurking !
Tchey! Every time you post here, man, it reminds me that somebody hasn't forgotten it. I'll do my best not to let you down. When I release next, maybe we can play a multiplayer world together if I host a server. That'd be really, really satisfying for me.

Sorry again for no new video with this reply, but I'll try my best next weekend. Thanks for hanging with me, guys.
Title: Re: Outer Colony
Post by: Majestic7 on January 22, 2020, 02:15:00 pm
I'm lurking too occasionally to see what comes of this. I bet there are more people like me who are interested in the project, but waiting for a bit more developed version before diving in. So yay, you already got future player base too, in addition to the present one. ;)
Title: Re: Outer Colony
Post by: se5a on January 23, 2020, 01:22:19 pm
Yeah I'm lurking and keeping an eye on this too.
Title: Re: Outer Colony
Post by: VoyagerGames on January 26, 2020, 07:18:25 pm
I finally got around to capturing and posting the procedural item sprite video. I'm sorry I sound a little gnarly in this video (especially at the start), but I'm working through a minor head cold.

If anything's unclear or if you guys have any questions about this, feel free to ask! As always, big thanks for watching:
https://www.youtube.com/watch?v=ONnXRl970Cw&feature=youtu.be

And thanks to the lurkers for posting. It's good to know that people are hanging around and keeping an eye things. The good news is that all the gameplay is already in place - everything that was built into the last release, before the isometric overhaul, is still there. All that's really changing at present are the visuals. Hopefully, when that wraps up, we should be able to pick right up where we left off, with all the features, single player / multiplayer, and everything else the previous release had in place.
Title: Re: Outer Colony
Post by: mazarus on January 26, 2020, 08:13:15 pm
Man, I was just about to come in here and post the video link when I saw it appear on my phone. Glad to see production is still chugging along, and sorry to hear about the head cold. Best Wishes man
Title: Re: Outer Colony
Post by: VoyagerGames on January 26, 2020, 08:59:25 pm
Man, I was just about to come in here and post the video link when I saw it appear on my phone. Glad to see production is still chugging along, and sorry to hear about the head cold. Best Wishes man
Mazarus!!

Dude, DM me when you can - we've got to catch up a bit. I've got to iron my work clothes and crash, but let's talk as soon as possible. I hope you're doing great, man.
Title: Re: Outer Colony
Post by: Knave on January 26, 2020, 10:23:35 pm
Those sprites look great! Very cool to see how modular they are :D
Title: Re: Outer Colony
Post by: VoyagerGames on January 26, 2020, 10:58:11 pm
Those sprites look great! Very cool to see how modular they are :D
Thanks, man! All credit to the art side of the house. I'm going to point the project's pixel artist to this thread, and I'm sure your post will make him smile. I know a ton of time and effort has gone in from his side, and I think he's producing fantastic looking sprites.

I think you're going to like the humans.  :D
Title: Re: Outer Colony
Post by: ( Tchey ) on January 27, 2020, 04:05:33 am
That's a lot of sprites and customization, great for any colony builders !

Also, why comments are disabled on Youtube ?
Title: Re: Outer Colony
Post by: Asgarus on February 08, 2020, 06:37:57 pm
Hey, great to see development is still going strong! :)
The iso graphics look incredible and I LOVE the detail when it comes to items like in the video.

Keep up the great work. I'm really looking forward to start an iso colony! :)
Title: Re: Outer Colony
Post by: jocan2003 on February 10, 2020, 08:10:23 pm
Main UI gives me some feel of gnomoria and its a good thing for me!. Really hope you push it to completion because im hooked :). Good luck! Also i subbed to your channel now so i dont miss anything :)
Title: Re: Outer Colony
Post by: ollobrains on February 10, 2020, 11:25:55 pm
still watching
Title: Re: Outer Colony
Post by: jocan2003 on February 12, 2020, 05:57:05 pm
That's a lot of sprites and customization, great for any colony builders !

Also, why comments are disabled on Youtube ?
Due to coppa bullshit if youtube flag your channel as *for kids* most if not all communitu related building tool are disabled to *protect* children unless you go through a bunch of holla hoops on fire while drunk and swearing to proove a point.
Title: Re: Outer Colony
Post by: VoyagerGames on March 01, 2020, 05:41:11 pm
Posting a quick reply here before the weekend's out!

For Tchey:
Quote
Also, why comments are disabled on Youtube ?
Jocan's right, there's some weirdness with the new-ish comment settings on YouTube channels, and I haven't gone through and taken the time to figure out what they really should be for my videos. On the whole, though, YouTube comments are generally pretty toxic and unhelpful. I think I wound up turning them off a few years ago, because people were wigging out at each other under my videos, and I didn't really wanted to deal with it.

Quote
The iso graphics look incredible and I LOVE the detail when it comes to items like in the video.
Thanks Asgarus, we're getting close, man! I've started recruiting a 3rd artist to try to speed up these later stages of sprite production so we can release again as soon as possible. A lot of the nuanced work in figuring out templates / systems for generating the procedural sprites are in place, so I really just need one more person to help fill in all the various component sprites, rather than figure out radically new sorts of visuals.

It's hard to gauge precisely how long it'll take from now until re-release of another playable beta, but we're going to keep pushing as hard as we can!

For jocan:
Quote
Main UI gives me some feel of gnomoria and its a good thing for me!. Really hope you push it to completion because im hooked :). Good luck!
Huge thanks, man! The UI's been one of the things I've focused on improving over the last 2 years, and while it's still got a ways to go, I'm trying to simplify and simplify as much as possible. The problem with games like these is that there's so much functionality - so many different things you can do - that it's hard to facilitate all of that succinctly in an elegant control scheme. Hot keys are something that are currently on the table, and I think they're going to help a lot.

The strategy I employ is to just keep iterating - keep improving and improving until it's right. There's no publisher or studio executive pushing me to release by some arbitrary date, and I try to make that a strength for the project. Being able to take the time, fix things, and improve them is a big part of the reason why I strive so hard to stay self-funded. It makes development slow when I can only work on the project during nights and weekends, but it's much more important to me that Outer Colony is exactly what I want it to be, rather than that it's released quickly.

And thanks for sticking with the project all these years, ollobrains. If you ever want to name something in the game, like a creature species or a plant species or something like that, let me know, man! I really appreciate all the help you've given me.

The last few weeks have mostly been a matter of fixing defects in the procedural human sprite system and getting more creature sprites into the game. I've also built out a couple internal windows that function as test beds for exercising human and creature animations. It's a much quicker and more precise way for me to make sure that the various animations / all their constituent subcomponents and frames are looking right, without needing to track down exactly the right sort of human or animal in a game world.

A quick screenshot below shows the interface for testing creature sprites. I'm scouting the swimming animation of a punkfish, but this has been pretty helpful in quickly being able to make sure all sorts of assets are correct:
(https://voyagergames.com/wp-content/uploads/2020/03/Creature_Test.png)

Once I get another set of attire sprites for the human characters, I'm hopeful that I can post a video demo of the procedural human sprite system, too. Thanks to everybody for your continued patience, and I'll be aiming to post another update here soon!
Title: Re: Outer Colony
Post by: Mephansteras on March 01, 2020, 10:56:13 pm
Looking forward to trying this out when you have a new beta. :)
Title: Re: Outer Colony
Post by: Blood_Librarian on March 08, 2020, 05:38:46 pm
I like the ground and water sprites a lot, I think they very much convey the silt-loam-dirt part of the world.

One of the problems I think I had in the game was that I didn't exactly know what materials I had or I did know with some idea of what I had, but not exactly when I was fabricating items.

where there any improvements to delivering that kind of information to players during development?
Title: Re: Outer Colony
Post by: DogsRNice on March 09, 2020, 12:12:51 am
This looks like a very interesting project I’ll be sure to keep up with this
Title: Re: Outer Colony
Post by: EuchreJack on March 09, 2020, 04:55:43 am
It's looking quite beautiful.
Title: Re: Outer Colony
Post by: Vivalas on March 15, 2020, 12:00:04 pm
Damn that fish looks cool. In general I love pixel anything so I hope it works out, it looks so good! Can't wait to just chill and watch little pixel coi swim around in pixel water.
Title: Re: Outer Colony
Post by: VoyagerGames on August 22, 2020, 09:41:06 pm
I'm so sorry to everybody here that it's been a while since I've posted an update. It's been a slightly rough block of months for me. Without getting into too much detail, I've been working really hard at my day job since this COVID thing started. My girlfriend, who's lived with me for the last few years, moved out. A lot of stuff has just been falling apart. It really hasn't been such a great such a great time for me, but the project's still moving forward, and I've tried my best to keep up the pace with work on Outer Colony during evenings and weekends.

In a weird way, it's been one of the only constants for me as everything else changes. You work on this thing, and you celebrate these quiet, technical milestones: esoteric accomplishments about class hierarchies and efficient packet sizes, abstract stuff that nobody would really care about. You smile at repository commits, in a room by yourself, year in and year out. It's weird to work on a project like this. I like it, though. I keep doing it. It makes me feel better. I hope other people can enjoy it, someday.

Apologies in advance for the haphazard nature of this update, as I'm just typing out some Faulkner-style stream of consciousness before I go to bed.

The isometric graphics overhaul is getting to a rather good place, and the game is reaching a state where it's decidedly playable again. Here's a tiny colony I'm just starting to build, got a concrete hut, the lads are planting some crops. Not a ton going on yet, but here's what things are generally looking like:
(http://outercolony.com/images/20_august/Nardoom3.png)

Creature sprites, good God, creature sprites. We're down to less than 10 species that need animations, out of 54 total. It might seem stupid to have 54 creature species and the gajillions of frames of animations in the game right off the bat, but the ecosystems really need them to work right. Every biome / biome-group has a food chain, and a bunch of work has gone into getting the environments themselves to work semi-correctly, and I just hated the thought of cutting any creature species out. Besides, a bunch of species have interesting lifecycle quirks and behavioral nuances, and I just couldn't bring myself to scrap any of them, given all the coding work that's already been done.

In the end, I'm glad I kept them all in. It stretched the cost and timeline needed for sprite production, but it's been worth it, at least to me. And I kinda' hope players can appreciate that level of nuance, and that it ultimately adds to the feeling of depth and quality of the worlds. I'm a little tired tonight, so I didn't quite have it in me to put together a proper demo video, but here's a couple minute clip just showing a few creature sprites in a test window in the game:
https://www.youtube.com/watch?v=xeVsMOmvGQo&feature=youtu.be (https://www.youtube.com/watch?v=xeVsMOmvGQo&feature=youtu.be)

Note: It's super hard to see the creature sprites in the initial upload. The sprites are small, but they look alright when I watch the video locally on my hard drive. Maybe YouTube is doing something with compression? I'm not 100% sure, but I'll try to post a better video or screen shots soon.

I think the procedural human sprite system has turned out rather well, too. This is where things get really cool, and I'll make a separate post that's dedicated entirely to this. As humans equip and take off pieces of clothing, weapons, and other items, it'll change their appearance / animations to reflect the underlying data model. All sorts of physical features also contribute to the generated sprite, like skin tone, hair style, hair color, and even eye color, if you look very carefully.

The way it ultimately works with this sort of pixel art is just that there are a huge number of little images that all fit together just right. It's been painstaking and tedious to put this system together, but seeing all the little people running around, looking different, wearing different things – I like it a lot. We need two more baseline animations for the system to be 100% green: a death animation and a swimming animation, but I think that should put everything in good shape. If you look at the screenshot of the colony above, everybody's wearing baseline spacer attire, but if you look carefully, you can see various skin tones, hair styles, hair colors, and more.

Here are a couple more screenshots. This is a guy wearing a full set of kevlar armor:
(http://outercolony.com/images/20_august/Kevlar_Armor.png)

Here's a guy wearing a more advanced set, shape memory alloy armor:
(http://outercolony.com/images/20_august/SMA_Armor.png)
(Note: You can mix and match sets / clothing items. It's possible to put on a kevlar helmet and SMA armor pants, for example.)

There have been a ton of other little updates over the last several months, just addressing minor issues to improve playability and add small features I've felt like coding. There's now a “nano” size for worlds, allowing players with highly limited hardware to generate single-region planets. I've been replacing all the illustrations and concept art in various interfaces with proper pixel art, in order to maintain a consistent aesthetic and to improve the game's look-and-feel. I really want players to be able to feel the worlds, to lose themselves in the experience of playing, and I think the pixel art in the actual in-game dialogs really helps create the right sort of environment for that.

Here are a couple really quick screenshots showing what I mean, with new biome artwork in the tile inspection tool. These show warm sea and xeric shrublands, but there's new artwork going in everywhere.

Warm Sea:
(http://outercolony.com/images/20_august/Warm_Sea.png)

Xeric Shrublands:
(http://outercolony.com/images/20_august/Xeric_Shrublands.png)

Here's the world generator, showing some new art as a world is built in the background:
(http://outercolony.com/images/20_august/WorldGen.png)

There's a lot more to write about, but I've got to get some sleep for now, and I want to post this before I do. I'm thinking about rebranding the project again. Does anybody remember when this was called The Far Reaches? I've got to re-do all the in game tutorials. There are still some minor features that the renderer needs, like showing pending construction / mining / logging orders. Like the stuff Blood_Librarian suggested above, there's a bunch of little work happening to try to improve UX, try to convey information better to players. The focus is going to shift over to that, once we release again and can start gathering more feedback.

I've got to rebuild the website wholesale, and I've got to find time for that. There's a bug right now that's preventing multiplayer servers from saving worlds correctly, obviously that's got to be addressed. There's a ton more work to do, but we'll just keep moving forward, and when it's in a state that's ready for re-release, hopefully we can start having a bunch of fun with it.

Thanks as always for everybody's patience, and I appreciate everyone's kind words and support from the last few comments. I'll try to post the next update in less time than it's taken me to post this one.
Title: Re: Outer Colony
Post by: jocan2003 on August 22, 2020, 11:23:10 pm
Your video has been flagged for kid again. Might want to check that out. There is no audio either. Double check if youtube flagged your channel as for kid and if so fight it, tooth and nail, dont accept their canned answer from their bottom feeder customer support from india/part time scammer.

If you escalate high enough you might have somebody to work it out for good with you. I wonder what in the seven hell is present in your video and or audio to have your channel/video flagged...
Title: Re: Outer Colony
Post by: feelotraveller on August 23, 2020, 01:41:41 am
"Dawn has broken."

I hope you are feeling this.  :)
Title: Re: Outer Colony
Post by: ( Tchey ) on August 23, 2020, 09:24:50 am
I’m here because of the Youtube publication.
It’s good to follow you from several source so i don’t miss an update.

/lurks
Title: Re: Outer Colony
Post by: Dostoevsky on August 23, 2020, 01:22:30 pm
In a lot of ways this project reminds me of the golden age of Maxis. Anyways, mainly posting here to offer some condolences for the hard times and encouragement for the present.
Title: Re: Outer Colony
Post by: EuchreJack on August 23, 2020, 03:08:16 pm
Looks good, I especially liked the work on the world generator.
If it helps, these times have been rough on a lot of people.  Not to minimize the problems, just to say that you're not alone in them.

Don't worry about the design pace.  Just glad to see it progressing!
Title: Re: Outer Colony
Post by: Mephansteras on August 23, 2020, 03:32:20 pm
Agreed. Glad you're still getting some work on this in, despite everything!
Title: Re: Outer Colony
Post by: VoyagerGames on August 23, 2020, 08:50:28 pm
Huge thanks for all the replies! The pixel artist who's working on the death animation system for human sprites sent word that it should be ready within the next 2 weeks, and I should be able to post a pretty compelling demo once that's up and running. Hopefully a better update with more concrete stuff will follow in this thread soon.

Your video has been flagged for kid again. Might want to check that out.
YouTube just baffles me at this point. I just want to upload a video the internet so people can watch it. At some point, when I'm really trying to reach a wider audience, I'll see if I can square this stuff away. Thanks for the heads up, man.

Quote from: feelotraveller
"Dawn has broken."

I hope you are feeling this.  :)
I'm certainly trying to. Thanks for your post, you made me smile!

Quote from: ( Tchey )
/lurks
Tchey, what's up, man? You're on the short list for early release distributions. I can't yet say a definitive time frame, but I hope at some point in the next 6 months, I can send you a fresh installer.

Quote from: Dostoevsky
In a lot of ways this project reminds me of the golden age of Maxis.
Oh man, this might be the highest praise I've ever received. Can't tell you how good that makes me feel. I grew up playing SimCity 2000, Sim Tower, Sim Ant, Sim Farm. I had them all. I think Sim Earth is one of the overlooked gems of the collection, and the game and its concept were decades ahead of their time. As a software engineer, Will Wright has kinda' been the guy I've aspired to be. I'd be so proud if this project gets compared to the great Maxis games after release.

Whenever I need inspiration, or just want to relax and have some fun, you know what I load up:
(http://outercolony.com/images/2020/august/Carniferns.png)
Something about a world of intelligent plants developing atomic weapons and nuking each other...I can always enjoy that. And I really can't believe what was accomplished with this game on computers with such incredibly limited memory and processing resources. It's one of the weirdest, most fascinating "games" I've ever played. The software is a masterpiece.

Quote from: EuchreJack
If it helps, these times have been rough on a lot of people.
Thanks, man. It has blown mightily, and it's sucked a lot worse for tons of other people than it has for me. I've still got my day job, and I haven't had my hours or pay cut or anything like, so that's very fortunate.

Quote from: Mephansteras
Agreed. Glad you're still getting some work on this in, despite everything!
Thanks as always for your support, Mephansteras. When it comes time for release candidates / previews, all you guys who've been with this for years can get binaries.
Title: Re: Outer Colony
Post by: geoffroypir on August 23, 2020, 09:21:11 pm
Interesting project, hum.. fellow developper.
This game looks a bit like one I started developing almost a decade ago (lost the sources though  :'( ). I like how you focus on deep simulations, well done for this impressive work.

I haven't tried the game yet, but I'll certainly do so when I have time.

Also this project could get another attempt on kickstarter, there is nothing to lose.

Title: Re: Outer Colony
Post by: Mephansteras on August 23, 2020, 09:52:36 pm
Oh, man, SimEarth. I should fire that up again sometime!
Title: Re: Outer Colony
Post by: Asgarus on August 25, 2020, 02:45:48 am
Sucks that you are having a rough time, but I'm sure things will get better again!

The new graphics look amazing! Really looking forward to start an isometric colony. ;)
Keep up the fantastic work! (no pressure though ;))
Title: Re: Outer Colony
Post by: ( Tchey ) on August 25, 2020, 12:37:37 pm

Tchey, what's up, man? You're on the short list for early release distributions. I can't yet say a definitive time frame, but I hope at some point in the next 6 months, I can send you a fresh installer.

Thanks ! I hope it will run on my Linux PC, even if i must use WINE.

We will see
Title: Re: Outer Colony
Post by: mazarus on September 10, 2020, 08:57:26 pm
Oh, wow, can't believe it took me a week to see the new update. I swear my notifications from Youtube are buggy. Either way, congrats on getting into the final stretch of this phase, I've gotta say I'm excited to check it out and compare to the old version I have clunking around my hard drive.

Also sorry to hear the last few months haven't been the greatest, but "C'est la vie en 2020" I suppose. Hope everything in this last stretch goes well for you man.
Title: Re: Outer Colony
Post by: stingpie on September 23, 2020, 10:00:10 am
I've gotta say I'm excited to check it out and compare to the old version I have clunking around my hard drive.

Really? I've been trying to get a demo of this game for a while, but just discovered it as the online demo was taken down. I would appreciate it if you could upload it to dropbox or something.
Title: Re: Outer Colony
Post by: mazarus on September 24, 2020, 11:00:36 pm
Really? I've been trying to get a demo of this game for a while, but just discovered it as the online demo was taken down. I would appreciate it if you could upload it to dropbox or something.

I mean, I have no problem throwing it up there, but I think I'll hold off until I get permission to distribute it around. I know Sam had a reason for pulling the demo originally.
Title: Re: Outer Colony
Post by: VoyagerGames on October 04, 2020, 08:52:20 pm
Hey Mazarus, thanks for the kind words, man. I've been really tied up with my day job for the last couple weeks, but as soon as I can carve out some time, I'll DM / email you.

I had a little bit of time to work on OC this weekend, but I've had to put the hours I could carve out into development work. I'm getting all the little sprites in place for procedural death animations, and there are a lot of them...it's ultra-tedious grunt work, but I've just got to push through it.

Some of you guys might've noticed there were a few website issues this week. I'm looking to see if I can migrate to a cheaper host, since years of dropping $30 a month kinda' sucks. Migrating a WordPress installation though, my God. I might see if I can use a PTO day coming up just to take care of this task.

I've gotta say I'm excited to check it out and compare to the old version I have clunking around my hard drive.

Really? I've been trying to get a demo of this game for a while, but just discovered it as the online demo was taken down. I would appreciate it if you could upload it to dropbox or something.

Thanks for the interest, Stingpie. If you can, I'd really recommend waiting for the isometric re-release. Everyone except the most hardcore players seemed to struggle with the overhead graphics. There are a ton of general UX improvements that have been made since I last had a demo on the website, and I think you'll have a way better experience trying the game out if you hold tight. If you'd still really like to get your hands on the previous beta, feel free to DM me, and I'll see if I can figure something out.

Thanks as always for everybody's continued patience.
Title: Re: Outer Colony
Post by: geoffroypir on October 07, 2020, 09:34:04 pm
It is true that the graphics and UI intimidated me a lot and was the reason why I haven't dug into the game (I tried it some days ago).
And I am saying this while I am an avid player of games like dwarf fortress, Aurora, cataclysm dda etc...
But clearly, with a good UI overhaul and proper hierarchisation of informations (by showing less sometimes) and seeing the isometric rendering, I think you will take the game to another level of accessibility.

So I keep an eye on this rough gem.  ;)
Title: Re: Outer Colony
Post by: EuchreJack on October 08, 2020, 06:54:02 pm
Yeah, I recall having to change view every time I wanted to do literally anything.  It was still fun, but took forever and I generally screamed if I accidentally moved the camera even the slightest bit, as I might never find my colonists again.  :'(

The re-release looks to have a lot more features, which look well worth the wait.
Title: Re: Outer Colony
Post by: VoyagerGames on October 09, 2020, 07:06:03 am
Yeah, I recall having to change view every time I wanted to do literally anything.  It was still fun, but took forever and I generally screamed if I accidentally moved the camera even the slightest bit, as I might never find my colonists again.  :'(
This kind of feedback is super, super useful.

There actually is a button in the toolbar to warp your view back to the center of your colony. It's the one with the bed icon, it's got a tooltip to try to help convey what it does:
(http://voyagergames.wpengine.com/wp-content/uploads/2020/10/WarpButton-1024x603.png)

Can you suggest anything to make this a little easier to understand / figure out? What I really, really want to do is hone in on exactly these kinds of experiences and make those critical improvements.

It is true that the graphics and UI intimidated me a lot and was the reason why I haven't dug into the game (I tried it some days ago).
Yeah, if the look and feel isn't up your alley, I'd recommend holding off on playing it. I always kinda' like the overhead graphics, but to each his own.

Did you find a download of the former beta release with overhead graphics? I think it was taken offline ~3 years ago. It shouldn't really be accessible anymore, at least not via the website.
Title: Re: Outer Colony
Post by: ndkid on October 09, 2020, 08:06:09 am
Yeah, I recall having to change view every time I wanted to do literally anything.  It was still fun, but took forever and I generally screamed if I accidentally moved the camera even the slightest bit, as I might never find my colonists again.  :'(
This kind of feedback is super, super useful.

Can you suggest anything to make this a little easier to understand / figure out? What I really, really want to do is hone in on exactly these kinds of experiences and make those critical improvements.

I think the bed isn't the most obvious icon choice for that behavior. A crosshair probably gives the wrong impression... a magnifying glass over a house? That probably looks too much like inspect. An arcing error pointing at a house, maybe? If that doesn't fit well, a straight error pointing at a house probably also works.
Title: Re: Outer Colony
Post by: Shooer on October 09, 2020, 08:09:42 am
How about a system like DF does for setting bookmarked locations to warp the camera to?  So you can have multiple such locations, and not get stuck with just one.
Title: Re: Outer Colony
Post by: BigD145 on October 09, 2020, 10:13:25 am
Have you used Discord at all to do screen sharing and just watch playtesters play? See exactly how a stranger interacts with the interface?
Title: Re: Outer Colony
Post by: Mephansteras on October 09, 2020, 10:55:39 am
Have you used Discord at all to do screen sharing and just watch playtesters play? See exactly how a stranger interacts with the interface?

That is an excellent idea.

I'd also suggest having an easy way to zoom in on a particular colonist if you don't already.
Title: Re: Outer Colony
Post by: BigD145 on October 09, 2020, 11:13:12 am
Have you used Discord at all to do screen sharing and just watch playtesters play? See exactly how a stranger interacts with the interface?

That is an excellent idea.

Just to add to this concept there is a very low bar to entry and it's pure screen sharing which the host can dictate the terms of. They can just share their game window and nothing else. The viewer has zero control. It can be done 1 on 1 or in a group. No microphones are necessary but they are an option. Text chat is also an option. But what if you just throw them in the deep end and take notes on how they play. The most introverted shy introspective person can host with some anxiety but not heaps of it.
Title: Re: Outer Colony
Post by: feelotraveller on October 09, 2020, 01:11:54 pm
Yeah, I recall having to change view every time I wanted to do literally anything.  It was still fun, but took forever and I generally screamed if I accidentally moved the camera even the slightest bit, as I might never find my colonists again.  :'(
This kind of feedback is super, super useful.

Can you suggest anything to make this a little easier to understand / figure out? What I really, really want to do is hone in on exactly these kinds of experiences and make those critical improvements.

I think the bed isn't the most obvious icon choice for that behavior. A crosshair probably gives the wrong impression... a magnifying glass over a house? That probably looks too much like inspect. An arcing error pointing at a house, maybe? If that doesn't fit well, a straight error pointing at a house probably also works.

I think just a 'home' icon would work - thinking of the icon used by firefox browser, for example.

https://duckduckgo.com/?t=ffsb&q=home+icon&ia=web (https://duckduckgo.com/?t=ffsb&q=home+icon&ia=web) (because I'm too lazy to upload an image...)
Title: Re: Outer Colony
Post by: ndkid on October 09, 2020, 02:26:56 pm
Yeah, I recall having to change view every time I wanted to do literally anything.  It was still fun, but took forever and I generally screamed if I accidentally moved the camera even the slightest bit, as I might never find my colonists again.  :'(
This kind of feedback is super, super useful.

Can you suggest anything to make this a little easier to understand / figure out? What I really, really want to do is hone in on exactly these kinds of experiences and make those critical improvements.

I think the bed isn't the most obvious icon choice for that behavior. A crosshair probably gives the wrong impression... a magnifying glass over a house? That probably looks too much like inspect. An arcing error pointing at a house, maybe? If that doesn't fit well, a straight error pointing at a house probably also works.

I think just a 'home' icon would work - thinking of the icon used by firefox browser, for example.

https://duckduckgo.com/?t=ffsb&q=home+icon&ia=web (https://duckduckgo.com/?t=ffsb&q=home+icon&ia=web) (because I'm too lazy to upload an image...)
In the context of a colony building game, I'd expect an icon like that to be how I build houses, not how I zoom to someplace.
Title: Re: Outer Colony
Post by: EuchreJack on October 09, 2020, 07:58:36 pm
Yeah, I recall having to change view every time I wanted to do literally anything.  It was still fun, but took forever and I generally screamed if I accidentally moved the camera even the slightest bit, as I might never find my colonists again.  :'(
This kind of feedback is super, super useful.

Can you suggest anything to make this a little easier to understand / figure out? What I really, really want to do is hone in on exactly these kinds of experiences and make those critical improvements.

I think the bed isn't the most obvious icon choice for that behavior. A crosshair probably gives the wrong impression... a magnifying glass over a house? That probably looks too much like inspect. An arcing error pointing at a house, maybe? If that doesn't fit well, a straight error pointing at a house probably also works.

I think just a 'home' icon would work - thinking of the icon used by firefox browser, for example.

https://duckduckgo.com/?t=ffsb&q=home+icon&ia=web (https://duckduckgo.com/?t=ffsb&q=home+icon&ia=web) (because I'm too lazy to upload an image...)
In the context of a colony building game, I'd expect an icon like that to be how I build houses, not how I zoom to someplace.

Disclaimer: It was years ago that I had played the beta.  But I recall the problem with the button that brought you to the center of your colony was that you might not have built around the center of your colony.

Once you knew how the system worked, you could set the center of your colony, I think?  But the game defaulted to the landing site, maybe? And you might have built significantly away from that site, with this being your first settlement and not really planning it out very well.

The biggest problem was with the views: You had to have the right combination of views in order to find stuff, or it disappeared.  So Isometric should fix all that.

Uh, I can't really give any feedback on a beta that has been pulled years ago.  I don't think I have it anymore on my computer.

Also, for those who say "but you could figure it out in DF!", there are two responses:
1) It still kinda sucks in DF.  I generally find my way back by Zooming on Dwarves.
2) The maps are bigger and more detailed on Outer Colony.  I mean, its supposed to be a whole planet/moon/whatever, not just a few miles of undeveloped real estate.

EDIT: It might help to recall what I was most excited about in this game: The fact that I was colonizing a new planet, sponsored by a faction that I might later break away from, trade with the other factions, and that other factions might also establish colonies that I could trade/fight/ignore, and that I might stumble on the ruins of failed colonies or bandits/independent colonies that I could attempt to interact, with their interacting however they saw fit.  My colony might even get so large that we spin off our own colony.  It is what drew me to Unclaimed World (which sucked), and why I've been watching this game with interest.
Title: Re: Outer Colony
Post by: se5a on October 09, 2020, 11:53:04 pm
A map with a big X marks the spot
Title: Re: Outer Colony
Post by: feelotraveller on October 10, 2020, 12:44:03 am
I've always made a lot of use of the hotkey-able zoom to location facility in DF.  The wagon is set as the default location there.  It would be good to have the ability to similarly set multiple locations in Outer Colony (I think DF had 10 by default - the number keys - but memory is DFHack added the ability to use another 10...).  Whatever icon gets used could default on left-click to landing site (relocatable to wherever), but on right-click open a list of user-defined locations, perhaps?
Title: Re: Outer Colony
Post by: VoyagerGames on October 18, 2020, 10:59:50 am
I think the bed isn't the most obvious icon choice for that behavior.

Agreed, fully. I'm going to log a task to go through the existing icons and assess their suitability for what they do. When we were testing a couple years ago, it came up repeatedly that players needed a button to warp back to their colony after doing something far away. The budget was pretty thoroughly exhausted at that point and I was cutting new releases on a pretty quick cadence, so I just went through the list of existing overhead sprites for items, picked one of the bed types, and went with it.

More thought should've gone into some of those icon images, but it's something I just forgot about. When you're really used to staring at them for hours on end, you get used to it, but it really has to be optimized for new players.

Quote from: Shooer
How about a system like DF does for setting bookmarked locations to warp the camera to?  So you can have multiple such locations, and not get stuck with just one.

This is a fantastic call, too. I use Mantis as my tracker for feature requests and open defects, and I've got a request from 2017 to add "SWG-style waypoints". You basically pick out an X, Y, and Z location, plus a preferred view type, and map that to a number. Then, you can map that waypoint to a function key to get there pretty quickly.

Quote from: BigD145
Have you used Discord at all to do screen sharing and just watch playtesters play? See exactly how a stranger interacts with the interface?
This is another fantastic suggestion. It's funny, I've fallen a little behind on some of the current meta-tools / technologies in gaming, and Discord is something I really haven't gotten into. I know it's far from new, but I've got to check it out. When it gets time to do testing again, maybe I should ask here for volunteers to do precisely what you describe.

Quote
Text chat is also an option. But what if you just throw them in the deep end and take notes on how they play.
Absolutely, this is exactly, 100% what I'd want to do. I'd just need to find some volunteers!

Quote from: Mephansteras
I'd also suggest having an easy way to zoom in on a particular colonist if you don't already.
This functionality we do have, and it's a great idea. It's one of the first things I found myself craving as I'd be playing solo. I basically set this up the way that the old Command and Conquer games do it with units, where you can map a colonist or a fire team to a number (0-9) and press that number to warp to them. I think it works pretty decently for expressing directives during combat.

Some excellent suggestions on what the homing-icon should be, too. I'll give it some thought, see if I can post some ideas, and gather feedback. A bit of experimentation should get us to the right place.

Quote from: EuchreJack
Disclaimer: It was years ago that I had played the beta.
It's a little grim when I think about how long it's been, and I certainly can't expect a lot of really specific recollections about the experience. The UX has changed so much between then and now that it'll play rather differently, anyway. I'm super glad and grateful that people can remember anything about the old beta at all, to be honest.

Quote
The biggest problem was with the views: You had to have the right combination of views in order to find stuff, or it disappeared.  So Isometric should fix all that.
I personally think the isometric perspective makes the world space so much more palatable and easy to understand. It doesn't need a ten minute tutorial video anymore to explain how you're looking at a 3D world that's being rendered in a 2D format. Now it should just...work. For the most part. That's the hope, at least.

The timeline is one of the tougher things to really talk about on this project. The overarching issue back in 2016 / 2017 was that the game just wasn't right yet, and there were fundamental, deep seated issues that weren't going to be overcome with a patch or a tweak. The totality of the rendering scheme was a big part of the problem, so it had to be scrapped and redone. An isometric renderer that has to solve some of the problems of a truly 3-space environment is a great deal more complicated than the old, overhead system.

But I'm just not going to release something for wider consumption until it's right. We'll get there! It takes some time, but eventually, we'll get there. Keep making incremental improvements until the experience is what it's supposed to be.

As a final note, I super appreciate your description of what got you into the project. That's exactly what OC is all about, the exact experience the game is meant to deliver. And I really can't thank you enough for keeping an eye on the project for all these years and helping me work toward that.

Quote
Also, for those who say "but you could figure it out in DF!", there are two responses:
I'm with you on this, too. It's not about remaking DF or trying to replicate the DF user experience. Sometimes it's a useful frame of reference, because most people who have tested OC have played DF, so it's sometimes easy to point to things that DF does better. But OC has to be fun in its own right, and it has to deliver the right kind of experience - that's what ultimately counts.

**Edit**
Quote from: se5a
A map with a big X marks the spot
That's actually a great idea, too. Some marker on the minimap and world map to show you where you've got structures and colonists would be a huge help.

**Second Edit**
Anytime I see you guys post in this thread, especially with all this thought-out commentary, it gets me really pumped for the next release. I'll see what I can do about posting a procedural sprite demo in the next week or two.
Title: Re: Outer Colony
Post by: Mephansteras on October 18, 2020, 12:46:06 pm
Looking forward to seeing how it all shakes out!
Title: Re: Outer Colony
Post by: ollobrains on February 22, 2021, 07:55:12 pm
any new updates to give us been a while ?
Title: Re: Outer Colony
Post by: Torvus on February 27, 2021, 09:43:11 am
any new updates to give us been a while ?

I can confirm that there is progress. The first thing that comes to mind is that skills are being condensed a bit and placed into profession skill trees.
Title: Re: Outer Colony
Post by: VoyagerGames on May 23, 2021, 10:39:13 pm
I can confirm that there is progress. The first thing that comes to mind is that skills are being condensed a bit and placed into profession skill trees.

This is accurate, and thanks to Torvus for keeping on top of this thread.

I'm sorry I've been derelict in my posting duties here, I've just been head-down coding the last few months whenever I can find time. A lot of the programming has just been furthering development of the isometric renderer, things like getting pending orders to draw right for enqueued construction commands, adding more sprites and animations for clothing items, experimenting with plant animations to show them moving in the breeze when it's windy - a lot of stuff like that.

There continues to be a really sharp focus on applying design fundamentals and improving the user experience. Making everything more approachable, more intuitive, streamlining processes, cutting down on numbers of clicks to accomplish things, eliminating tedium. That sort of work doesn't necessarily make for exciting updates, but its importance cannot be overstated.

There are a bunch of new mechanics that have gone in over the course of the last few months, and I'll just share one screenshot for now, before I go to bed. A very early version of fog of war is in the game, and the difference it makes in terms of gameplay is significant. Needing to really explore the world and actually find things with your colonists adds a ton of depth and nuance.

(https://lh3.googleusercontent.com/22y3DiRmLyKQnmC2uMS-bRvVpqahjtIQ-wi1-wbwNwsdfS15qWLLyRgCZ1D3niWvUE3v0N9Qb2ZRY1MjzvDt1ckv55FsHzD7D8S8c8NF-rLzcmOIE8XyBXtWmJONhK8HNDSix0XMTg=w2400)

It's worth noting that all entities (like your colonists) have limited situational awareness governed by their capacity to see and hear things. I need to figure out how I'm going to render places your colonists can presently see versus places they can't, but it's in the works.

I'll try to share more screenshots soon and updates, and I'll do my best to not go so long without a post here. Just know that even if I'm not posting, as long as I'm alive, I'm still programming.
Title: Re: Outer Colony
Post by: EuchreJack on May 24, 2021, 02:01:20 am
Nice to see you again, glad things are progressing!
Title: Re: Outer Colony
Post by: ( Tchey ) on May 24, 2021, 04:30:46 am
Good to see it’s still going on.

I wonder when it will be playable in a decent complete state.
Let’s say end of 2022, and see then how i was wrong.
Title: Re: Outer Colony
Post by: ollobrains on July 13, 2021, 09:14:20 am
2022 seems reasonable
Title: Re: Outer Colony
Post by: mazarus on December 24, 2021, 02:10:32 pm
New video dropped on their channel. Progress Pog

https://youtu.be/ATtZZ7J53qs
Title: Re: Outer Colony
Post by: VoyagerGames on December 24, 2021, 02:22:26 pm
2022 seems reasonable

I know it's pretty rough waiting for releases, and tracking this project is probably like watching a snail run a marathon. But I'm still working away, whenever I can find time. I can't thank you guys enough for continuing to post here, to ping me on YouTube, and for just being so cool.

I'm posting a quick update for Christmas Eve to showcase some of what I've been working on lately. In the course of making significant technical improvements and continuing work on the isometric renderer / procedural sprite generation, I took a careful look at the world generator and decided that it could stand some improvements, too.

Here's a very brief YouTube video showing what world generation now looks like. Biome sprites are still very much a work in progress, event sprites are missing, and this isn't yet in a finished state, but it gives an idea of how things will look and work:

https://youtu.be/ATtZZ7J53qs

The main purpose of this update is to let users experience more of world generation as it's happening, just to make the process more interactive. The goal here is to show the simulated processes that take a world from a near-blank slate to the environment where the game takes place and help users connect with the underlying mechanics. You can watch the heavy bombardment stage bring oceans to the world, fault lines and volcanic hot spots moving around, wind and weather patterns reshaping terrain, river systems and lakes forming and shifting, and all the other elements that go into making a world.

You can also note that the UI here now uses the game's internal windowing system, which just makes for a smoother experience.

All I do in this demo is click through some different world views in the course of generation, I inspect a few tiles here and there, and that's it. But I wanted to post something for Christmas and wish everyone happy holidays. Thanks to everybody for continuing to support the project, have a merry Christmas and a happy New Year!
Title: Re: Outer Colony
Post by: stingpie on June 25, 2022, 03:50:27 pm
are there any updates? I noticed your website changed a few months ago.
Title: Re: Outer Colony
Post by: ThtblovesDF on June 28, 2022, 11:05:26 am
New video dropped on their channel. Progress Pog

https://youtu.be/ATtZZ7J53qs

thats some poggers world gen.
Title: Re: Outer Colony
Post by: SunHand on April 13, 2024, 05:17:54 am
It's a shame that the game sank so quietly without marketing and support. Now it would be possible to release the game in early access and advertise the game at the expense of the community, but apparently the developer has already lost enthusiasm.
Title: Re: Outer Colony
Post by: EuchreJack on April 13, 2024, 03:16:16 pm
Any update or news that says that?

Otherwise, I am just going to say "Typical Indy Development Cycle", and see if it rises in a couple years.
Title: Re: Outer Colony
Post by: ( Tchey ) on April 14, 2024, 08:14:43 am
Good to see it’s still going on.

I wonder when it will be playable in a decent complete state.
Let’s say end of 2022, and see then how i was wrong.

It seems that i was very wrong.