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Author Topic: Space Haven - RimWorld inspired spaceship colony sim.  (Read 82150 times)

Aseaheru

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #135 on: March 19, 2018, 06:30:49 pm »

Out of curiosity, are there any plans for potentially have multi-level spacecraft?
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AdmiralGeezer

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #136 on: March 20, 2018, 07:42:36 am »

Out of curiosity, are there any plans for potentially have multi-level spacecraft?

That's not in our current plans no, but we will see what the future brings! Been getting some e-mails to be as first testers. More are welcome!
Shoot a mail to support@bugbyte.fi if you're interested.
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AdmiralGeezer

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #137 on: April 11, 2018, 07:43:31 am »



Time to give you an update on what we've been working on the past month. We put emphasis on improving the user interface, since many of the game play elements really started needing it. We're working hard towards a "first early version" of the game. Everything we do is with that goal in mind. We have been tackling one problem at a time, and one by one we are able to solve them.

Above is a screenshot of our new user interface, it's looking pretty slick we think! Hope you like it too and it makes you wanna click on things and watch things move. Like a real game!



We've had one bigger problem for a long time. Linking resource usage to hull expansion. Our resource system was initially based on building blocks, meaning all facilities, walls etc. usually needed 1 or more blocks to be built. When playing the game we realized we had made a mistake. It started to take a very long time for the characters to haul building blocks everywhere, too much time. We had to redo the system a bit, to allow us to set custom material costs for elements to be built.

The hull expansion was still a problem since we needed some way for 1 block to be transformed into many tiles of hull, otherwise the hauling would take much much longer than actually building something. Fortunately the mining pods was our answer, and it makes more sense for them to take care of expanding the ship hull. Mining pods can now be loaded with a building block and enables it to build some 10 tiles at a time before having to return to load up with more building materials.



Since we were already working on the mining pods we decided to finish their build and mining animations. Really happy with the result! Look at them go, mining that asteroid for all that it has. Hey, we're really going to need all those resources so don't leave anything behind!



We have also been working on a notification and objective system. These notes will pop up to help you get started in the game and will notify you when something is going wrong. Will be really important to guide the player to understand the game better!



Another screenshot of the user interface. Oh right, characters have their own inventory system. You can equip them with weapons or other items you find aboard ships!



Above is a screenshot of the tile based gas system. You can see the different view modes down to the right, currently oxygen is selected. Apparently this ship has low oxygen in a small room, where the core is. It's recommended to build walls around the core and other refinery facilities. They heat up a lot and some produce hazardous gases. Seal them off and equip the room with a spacesuit door to allow crew members to work safely near it.



The crew job management system. You can assign your crew members to take care of various things. This menu needs a little polish still but it's working well!



Arnie has some lunch and his stomach starts to grumble. Straight off to the toilet he goes! Ever seen anybody do his business so fast? Didn't even pull down his pants!

When will the game be released?

The game is really coming together now! I hope you can see the progress and want to thank you for your patience. Some of you have been following development of Space Haven since the beginning, I believe that's some 2 years now since we started.

I can't say any exact dates yet, because we simply don't know when the game will be good enough. We want to do things right, and not rush out an incomplete package and have years of work go down the drain. The future of our company hangs on this game, if it fails we are in dire shape. Once again, heh!

Also, any type of release of a game is also much more complicated than simply releasing it once it is done. Things we need to consider:

  • Is the time of the year right for an indie game release? For example, releasing on Christmas and fighting for visibility against all AAA games is pretty much suicide. Releasing when some big gaming event like E3 is going on is not good. What other games are being released, do we have a chance with Youtubers for visibility at that point?
  • If we do a Kickstarter, is the time of the year right? Same type of things apply as in above statement.
  • Has the game been tested enough and bugs ironed out?
  • Is there a Steam sale going on on that date, or has there just been one recently?


As you can see, the best opportunities to release a game for indies are limited to certain times of a year. Best being around February - May and August - October.

To give you some kind of time frame my best guess would be towards the end of this year or early next year.



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Mephansteras

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #138 on: April 11, 2018, 09:23:42 am »

Shaping up really nice!
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SharpKris

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #139 on: April 12, 2018, 09:38:09 am »

PTW looks very promising
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AdmiralGeezer

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #140 on: June 05, 2018, 06:23:32 am »



Oh, hello! Long time no see. Sorry for being quiet for a bit longer stretch there. Sometimes when you develop a game a lot of the back-end stuff gets done, which means there isn't much visible to show. We have been working on many things, I have probably forgot some of them. I want to start by showing a really cool screenshot of an asteroid base. We want the universe to be filled with other groups and their ships, but also space stations built to support space exploration. We thought it would be cool if humans decided to build these stations at/on asteroids! Making for cool asteroid bases that you can visit.



We've been working on finalizing the user interface, testing that it looks OK on different screen sizes and resolutions. There is still some unpolished work, like polishing the button graphics and what not. However, the bulk of it is done! Above is a screenshot of the ship storage facility. You can build these wherever you like and optimize how you want them to store resources.



Above is a screenshot of a grow bed, allowing you to plant fruits, vegetables and more to help sustain your crew aboard the ship. Growing plants will require water and the right environment conditions. It will also require someone who knows what they're doing, otherwise there is a risk that the crop will die!



After finishing with the user interface (for now), we jumped into adding some character to our characters! No longer are they mere robots carrying out orders. We have made them much more human, which of course makes things a lot more interesting. We created a fully fledged mood system, which I have to admit is very similar to RimWorld. We like to try to be unique whenever we can, but we really didn't see a better way to do this. It is, however, tailored to Space Haven and has some features that separate it from RimWorld. Much of it is based on Maslow's hierarchy of needs. This mood system is what steers a lot of the game play and gives the player incentive to evolve and expand, to make the base better.



Above is a screenshot of the skills and backstory of a character. We came up with the idea to develop some interesting backstory by linking occupation and traits to before and after everything went to hell. So the backstory will show what occupation the character had before the apocalypse, and which traits were revealed when the world collapsed. This combination can create interesting backstories like a character being a police officer but then revealing traits like being a wimp or psychopath after facing the apocalypse. The characters true nature shining through in dire times! Of course the police officer shown above is a very stereotypical police officer, lazy and likes to eat donuts!



And finally for some fun stuff! We have also created a speech system to the characters in the game. This will be the way characters interact and actually develop some relationships between each other! We decided to use icons and emoticons, because they will allow for a lot of imagination, while still giving enough of context to know what is going on between characters. Above is the new guy asking if he can join a couple of fellows at the dining table.



A heated discussion takes place when Neal walks up to the guys expressing his concern, Coby hates Neals guts so he immediately puts him in his place. Neal gets sad and Guy finds the whole ordeal very amusing.

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smjjames

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #141 on: June 05, 2018, 11:44:24 am »

Looking awesome.

Also, will there be aliens? Can't have space stuff without aliens, right?
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Tiruin

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #142 on: June 05, 2018, 02:17:50 pm »

Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))

I was VERY excited when I received the email though :D It looks so awesome and brimming with potential!

Fun stuff though; the mood system isn't unique to Rimworld, as the notion has been present in other games before (the looks have been popularized by it, but the framework is pretty common and the uniqueness is how the people work with it).
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forsaken1111

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #143 on: June 05, 2018, 02:34:23 pm »

Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))
What line? The Lorem Ipsum thing?
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Darkmere

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #144 on: June 05, 2018, 03:48:59 pm »

Seeing that root vegetables description? I feel like I'm reading a running in-joke given how many times I've stumbled upon that line in previous other games :P :))

"Lorem Ipsum (...)" is filler formatting placeholder text. The idea is the letters and spacing are all "average" and fill out a block reasonably well for demonstration purposes without having to write up all the real junk in case you need to change it later.
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forsaken1111

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #145 on: June 05, 2018, 04:32:16 pm »

yeah its pretty commonly used as placeholder text for websites, descriptions, etc to see how formatted text will look.
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AdmiralGeezer

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #146 on: June 06, 2018, 02:42:25 am »

Looking awesome.

Also, will there be aliens? Can't have space stuff without aliens, right?

Yeah, there will be some aliens! We just have one placeholder right now but once we can focus on creating more aliens we will do that. Depends also on what players wish to be added to the game.
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Tiruin

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #147 on: June 06, 2018, 05:25:10 am »

yeah its pretty commonly used as placeholder text for websites, descriptions, etc to see how formatted text will look.
That is so cool to know, as someone who knows nothing on all that :))

Also I do like how this game on this forum, at least in my experience in the past years, loads every snapshot of their work and even animated work VERY WELL that it can load quickly and show the animation on my <50kb/s internet ♥.
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Yoink

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #148 on: June 06, 2018, 05:40:59 am »

Also I do like how this game on this forum, at least in my experience in the past years, loads every snapshot of their work and even animated work VERY WELL that it can load quickly and show the animation on my <50kb/s internet ♥.
Wow, according to the speedtest I just did that is even slower than mine... and this is probably the worst internet I've had. o_o
Although it is being unusually functional this evening. Half the time it just doesn't work, period.


Anyway, I'm getting more and more excited watching this develop! I'll probably shoot through a testing application sometime soon, although I'd probably have to make a trip to the library or something to download it if I did get in, haha.   
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AdmiralGeezer

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Re: Space Haven - A game inspired by Rimworld, FTL and original X-COM.
« Reply #149 on: June 06, 2018, 09:44:51 am »

Thanks guys! If you're interested to read more you can do so at the home page:
http://bugbyte.fi/spacehaven/

Also if someone has input on the text of the home page, grammar or something else let me know! Not a native English speaking fellow, so any help is appreciated.
There's also a sign up to our newsletter at the bottom to be notified of when the game is released!
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