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Messages - Asgarus

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1
Other Games / Re: Outer Colony
« 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 ;))

2
It keeps sounding better and better :)

3
What are your plans for those ai ships? Are they just randomly exploring, or are they trading and helping out civilizations and stuff? And do planets communicate with each other? (most probably won't, given the lore, but who knows)

4
Hmm, more detailed textures underground maybe.
I think usability is more important than graphics, though.

Will resources be modable as well? (as in, can you create new types of resources and/or change the existing ones?)

5
Don't worry, you are doing quite well. :) Most French I've met online had terrible English. You are one of the few exceptions so far. Far too often the worst English I encounter comes from native speakers. Like mentioned before, they grow up with the language and are much more likely to adopt bad habits (seeing people writing "of" instead of "have" drives me insane...).
Do you have an exemple of this mistake ?  I cannot fathom how someone can use "of" instead of "have" haha
Well, it seems that this has been taken care of already ;)

6
Don't worry, you are doing quite well. :) Most French I've met online had terrible English. You are one of the few exceptions so far. Far too often the worst English I encounter comes from native speakers. Like mentioned before, they grow up with the language and are much more likely to adopt bad habits (seeing people writing "of" instead of "have" drives me insane...).

7
Amazing :) This looks more and more promising!

Any plans yet on how to handle different cultures, architectural styles, etc. and how much of it will be modable?
Moddability is one of the core feature of my game engine. Basically, I try to make every features I add as moddable content. So my game is very data driven.
I have a lot of plan to generate culture, it will be basically a very simplified version of dwarf fortress generator.
Regarding architectural style, all building are associated to a specific set which will be associated to the culture and era.

For now, one way of making sprawling city is by using my "growable" system with random maturity level (when the growable stop to grow) . This makes varied NPC cities. It can also produces any ressources (material or not) or money with a specific "harvester".

That's exactly what I wanted to hear ;)

edit:
I made a video while I explore the generated galaxy

 https://www.kickstarter.com/projects/geopi/war-industry-a-sandbox-city-builder-with-physics/posts/2877991

This also looks awesome, only the zoom seems a bit wonky.

8
Other Games / Re: DwarfCraft mod [WIP]
« on: June 27, 2020, 03:58:09 am »
Well, every thought through Minecraft mod with fun content is a good mod :)

9
Amazing :) This looks more and more promising!

Any plans yet on how to handle different cultures, architectural styles, etc. and how much of it will be modable?

10
This looks amazing and I can't wait for something playable. To be honest, from the screenshots in the first post, I was expecting a galaxy full of planets with procedural civilizations in random ages, but this is fine, too. :)

11
Other Games / Re: Outer Colony
« 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! :)

12
Forum Games and Roleplaying / Re: (SG) A second chance
« on: April 21, 2019, 12:47:37 am »
You decide to use the cave as your base camp, even though you haven't explored it completely.



You spend the rest of the afternoon hurling some larger rocks and logs to the cave, barricading the entrance as good as you can right now.
It is now early evening.
The barricades at least decreases the size of the entrance a good bit.
The mycelium torch has weakened visibly, but it seems they provide proper light for at least 4 hours at least until they become useless for otherwise lightless areas.

You have moved the fire you built outside inside the cave.
You haven't gathered or hunted anything to eat yet.

The sunlight is starting to fade rather quickly by now, but you guess there are still 1-2 hours left.

13
Forum Games and Roleplaying / Re: (SG) A second chance
« on: April 20, 2019, 12:06:26 am »
You try to scoop up some of the mycelium with your spear, hoping it will keep its illuminating properties.
It does, indeed, at least for now. Once you have a thick enough layer wrapped around your spear, it radiates a decent amount of light, almost as much as a regular torch.
You decide to head back to the cave entrance, showing Napoleon what you've found.

Back at the entrance, he's happily welcoming you back, glad you didn't get eaten by something.
He's watching and listening with interest as you show him your new torch and tell him about the tunnel of mushroom-light.
"That sounds crazy, but I'm ready for anything by now!" he says.

When you are done talking, he tells you about his findings around the entrance.
While the tree you already know dominates this forest, there are at least two others able to stand their ground.

A few meters from the cave entrance, he found a tree with a very dark, almost black, bark and long, blue leaves with a hint of white.
A bit into the forest, he saw a tree with an extremely thick-looking, rough, brown bark. Its branches grow very high and its leaves are large and light blue.
The trees you already know have a very light, beigeish color and the leaves are tiny and dark blue.

"I didn't see any animals while you were inside, but I couldn't shake the feeling that I'm being watched..." he concludes with a slightly concerned look on his face.
"Well, if there is something watching, we will find out sooner or later", you respond.

Do you go back into the cave together or head back to camp? Or maybe you want to move your camp here? A cave would indeed be a nice place for a home, better than open grassland.

What do you do?

14
Forum Games and Roleplaying / Re: (SG) A second chance
« on: April 17, 2019, 06:06:08 am »
You approach the glimmer carefully, spears ready.
You quickly realize though that you won't need them. What glimmers in the dark appears to be the mycelium of a colony of small, white mushrooms.
The glimmering seems to be more intense the thicker the mycelium gets.

Right next to the mushrooms, there is another tunnel deeper into the caves which you couldn't make out before.
The mycelium grows around the corner, and when you take a look around it, you can see it filling the whole tunnel, lighting it up perfectly.
You can hear water in the distance - maybe there is a subterranean river down there!

What do you do?

15
Forum Games and Roleplaying / Re: (SG) A second chance
« on: April 16, 2019, 10:33:06 pm »
By the time you reach the cave, it is early afternoon.
You took the rest of your stored firewood with you and begin to prepare a campfire at the cave entrance.

When you are about to head into the cave, Napoleon interrupts: "So... once we are in there, it will be quite dark. Shouldn't we get some light source first?"

Even though he's right, you don't have anything to make torches from, so you decide to go as far as you can without light and lay a trace of stones to find the way back.
You also decide that one of you should stay at the entrance, and Napoleon happily volunteers.

And so you and Simon head into the cave, the darkness around you deepening.
A few minutes you wander deeper. The light falls into the cave to your advantage and you can go a while before it gets too dark.
Just when you are about to turn back, you see something glimmering in the darkness.

Do you take a closer look?

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