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Author Topic: Space Haven - RimWorld inspired spaceship colony sim.  (Read 81343 times)

AVE

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #240 on: September 16, 2019, 05:20:45 pm »

So, I'm looking at all those huge ships filled with various machinery. Also all those different types of resources (which are of course not even complete yet?). Also I'm thinking about all those future complex production lines that convert (possibly multiple?) types of resources into more sophisticated ones.

And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?
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Tiruin

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #241 on: September 21, 2019, 10:54:50 pm »

And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?
I've been watching the game develop (also it has a discord! Join in!) and this is pretty much open to feedback given the systems of feedback the game has :3 It's pretty good to send feedback if possible.

On that note, they did update the game recently. Now it has more ALIENS, organization, and interaction! :D
I'll likely leave them to post the whole thing here because it's very hard for me to translate an uploaded gif/short video on the clips of action being shown.
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AdmiralGeezer

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #242 on: October 11, 2019, 06:26:18 am »

So, I'm looking at all those huge ships filled with various machinery. Also all those different types of resources (which are of course not even complete yet?). Also I'm thinking about all those future complex production lines that convert (possibly multiple?) types of resources into more sophisticated ones.

And I'm starting to worry about one thing. Wouldn't be all those too complex for our current pretty casual players out there in the world? We here, at the bay12, can be hardcore DF fans and can easily keep in mind all those multiple strategies and production chains. But most players are not like us. They are pretty casual and can be easily frightened with all this overwhelming wave of information you throw at them. Did you ever think about that possibly? May be something like 'resource tiers' that are introduced into the game gradually while also increasing game difficulty? Or something similar?

Yes, of course :) However, we're targeting fans of base-building games and management games. Can't really target everyone but indeed some base-building fans are more casual. It's true that it is on us devs to try to make the game as intuitive and understandable as possible. Something we will definitely try our best to achieve.
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AdmiralGeezer

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #243 on: October 11, 2019, 06:29:17 am »


Girl. You walked into the wrong ship. Now show our Captain Pedro some respect or you gun' get it!

Greetings, Spacefarers.

Time flies when you are working on something cool and we believe this is the most exciting update for Space Haven so far! This big mixed bag of goodies update has it all, the biggest feature updates include:

  • A new alien and the alien behavior implemented further.
  • Hailing and communicating with other factions, with faction relationships, settlements and more.
  • Boarding with the ability to surrender, take prisoners and demand ransoms implemented.
  • A tool to create your own prison areas aboard your ships and take prisoners of your own.
  • AI behavior and user interface improvements.
  • Medical beds now functional with doctors capable of tending to and patching up injured patients.
  • Graphical additions and general improvements.
  • A ton of bug fixes and many more smaller feature implementations and improvements. See full list of patch notes at the bottom of this post.

This new alien is capable of charging and knocking down your crew members. It also transforms incapacitated crew members to cocoons and drags them to the alien lair.

We added a new alien to the game. This specimen is capable of charging forward like a squid in water, by using it's tentacles to create a forward motion force. This allows it to quickly cover a lot of distance and even ram a crew member or other target.


The alien does its thing on a incapacitated crew member.

Once a crew member has been incapacitated this alien is capable of transforming them to an alien cocoon. This locks the crew member into a paralyzed state, optimal for the alien to transport them.


Holy shit, those are some big eggs! They don't look like the kind you boil in the morning. We need to get the hell out of here.

The new alien will eventually drag the cocoon to the alien lair and plaster the poor captured crew member to a wall. It's up to you to decide if you want to try to rescue the poor souls.


You can now hail and communicate with other factions.

You can now hail and communicate with other factions. Communication is currently done from the bridge module, and once both parties are ready to receive each others transmissions a communications window will pop up to allow you to interact with the other party.

We've also implemented faction relationships, discussion mood, power balance between fleets, the ability to surrender, agree to cease fire and pay settlements. This same interaction system works also for interactions with characters you meet or capture.



All factions are now capable of attacking not only you, but also each other. Pirates may attack you and take all your crew members captive, then demand a settlement for setting you free. You are able to do the same for any other faction group you meet. Pirates may also attack civilians or any other faction, and the factions can make their own settlements between each other.

A character may give up and surrender to the enemy in the heat of combat, the chance for this rises with every wound the character sustains. When a character has surrendered you can no longer draft or control them.



We've created a new tool to enable you to create a prison of your own desire. Build a room or many rooms to be used as a prison with more or less comfort. Prisoners would probably appreciate a Kitchen and a toilet would be good too, but neither of these are requirements. It's up to you to decide how comfortable you want your prisoners to be, and if you want them to stay alive or not.


Medical beds are now functional and will help crew members heal from their wounds and Doctors can patch up more serious cases.

Inevitably, all this fighting causes wounds and injuries for your crew members. We've made medical beds functional and linked them to the Doctor skill. Medical beds use IV fluids to help patients heal and give the patient nutrients while resting, and Doctors will use medical supplies to operate on patients and patch up open wounds.


Laurie's open wound was patched up by a doctor. She's doing good but feeling a little lonely in the med bay all by herself.

The character conditions system allows us to create injuries, wounds and open wounds. An open wound might cause a crew member to bleed to death. It can heal by itself if the crew member is lucky, but bringing the individual to a medical bed and having a Doctor patch them up will close wound and thus prevent the character from bleeding to death.



Jump aboard on the Alpha:
http://bugbyte.fi/store



We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register



Wishlist on Steam!

Be sure to wishlist Space Haven on Steam and GOG, to be notified of release =)

Full list of patch notes

Alpha 4 - New Features Implemented (NOTE! Saved games are not supported from Alpha 3.)

  • New alien added and alien behavior implemented further. Aliens can now incapacitate your crew members and drag them to their lair to be cocooned to walls.
  • Medical bed functionality implemented, along with tending to patients.
  • Medical supplies added. Injured crew members laying in medical beds need IV fluid as food.
  • Implemented Doctor skill. Doctors can patch up open wounds, this requires medical supplies.
  • Crew might now need medical bed if they get the open wound condition.
  • Implemented communication with other factions. Ability to hail other factions and negotiate.
  • Implemented the ability to surrender, agree to cease fire and pay settlements.
  • Implemented faction relationships, discussion mood and power balance when interacting with a faction.
  • New Surrender rate added for crew members. Some will be more prone to surrender than others during fights.
  • Engine mass limit lifted to 1600 from 1200.
  • Starting resources for scenario 01 and 02 buffed slightly for ice in asteroids, food, tech blocks and energy blocks.
  • Created some new ships for many of the factions instead of just one default ship for everyone.
  • "Scanning" in systems menu has been renamed to "Comms".
  • Logistics can now be turned off for facilities, meaning that new resources will not be delivered to the facility.
  • Improved the functionality of character conditions.
  • Trade is now required as a permission to be able to trade with a faction.
  • Only drafted characters can lock doors in combat mode.
  • Added prisoner area permission tool to build menu. Implemented also support for possible other area permissions.
  • Improved and added new user interface notifications and information texts for various menus.
  • When selecting a blueprint the lower left information menu will show which resources are still missing.
  • When checking a refinery the information will state if you have needed resources stored.
  • Fixed many bugs.
« Last Edit: October 11, 2019, 06:32:51 am by AdmiralGeezer »
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AdmiralGeezer

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #244 on: December 11, 2019, 05:29:45 am »

Greetings, Spacefarers.

Christmas is closing in and so is the Yogscast Jingle Jam! We have decided to join the Jingle Jam Bundle this year, with one of our older games Battlevoid: Harbinger. All the proceeds of the bundle go to charity! We try to do something charitable every year, even if it something small. Part of the fun of having some success is the ability to give back! =)

Additionally, the Yogscast crew has promised to play Space Haven in their stream, and we're really excited to see that. This will be a great opportunity for you to see the current state of Space Haven, and do check out their Jingle Jam streams throughout the whole of December!

We've been working on improving the user-interface the past month, to support you on your journey through space. Step-by-step the UI is improving, making everything more intuitive and valuable information more accessible.

The Yogscast plan on covering Space Haven on the 14th sometime between 11am-2pm GMT, be sure to tune in and watch them play then!



Moving things around, improving and adding some stuff and sprinkling it with some new features. Above is a screenshot of how the UI looks now. We've rearranged things a bit to allow for the possibility to show more resources in the top bar with a customizable window. Crew members are also shown at the top and how many are shown can be customized. We've added a development progress bar to the main menu, giving a very rough estimate of when a next update could arrive.



Customizable resource window in the top bar of the user interface. You can play with your own desired setting. If you want to see a lot of resources on the screen at all times you can keep the resource window large. If you don't, just keep it small =)



Crew members are now shown at the top part of the user interface. You can also customize how many crew members you want to see at a time with a drop-down list. Various elements, such as mineable asteroids, derelict ships and spaceships belonging to other factions are shown in their own part of the UI.



Spaceships and stations now have roofs! And you can see them. This is the beginnings for being able to add cool stuff on the roof, like turrets, shields and solar panels.

Some other cool new UI features:

  • Big notifications for important events.
  • A much requested even faster game speed option.
  • The game clock has also been refined.
  • The game clock has also been refined.
  • Bind objects to groups using ctrl+(0-9).
Furthermore, we added a log to the game, giving that nice little touch to creating a story. Want to know that Pete got the "shat pants" condition? No? Well, you will know anyway.



We have also started working on ship-to-ship combat, which is also why the UI needed some redesigning to be able to support and show valuable information related to ship-to-ship battles. Christmas is closing in fast, we're not sure if we can manage a beginnings of ship-to-ship combat update before it but we will try. We will see how it goes =)



Jump aboard on the Alpha:
http://bugbyte.fi/store



We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

Need help with something? Send us an e-mail and we'll help you at: support@bugbyte.fi



Wishlist on Steam!

Be sure to wishlist Space Haven on Steam and GOG, to be notified of release =)

Full list of patch notes

  • User interface updated.
  • Spaceships now have roofs! And you can see them.
  • Tweaked default surrender rate from 10% to 0%.
  • Improved notification texts.
  • New upcoming version feature in main menu.
  • Names in credits are now alphabetical.
  • Improved construct job placement, builders will no longer wall themselves in a corner so easily.
  • Removed "set default trade" on airlocks and added "allow trade" instead. You can now have many airlocks and do multiple trades if possible (npc needs multiple airlocks or different ships).
  • A new community section in the main menu of the game.
  • Start resources increased for the sandbox scenario.
  • Derelict ships are now less populated by the big alien creature, relieving the frustration which was caused by them spawning too frequently.
  • You can now bind to groups using ctrl+(0-9).
  • There is now an even faster speed setting. Shortcut keys for speed renamed to accommodate for this change.
  • Fixed a bug with saving sectors.
  • Fixed a crash when a trait had a missing text.
  • Fixed bugs.
« Last Edit: December 11, 2019, 05:36:08 am by AdmiralGeezer »
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ollobrains

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #245 on: December 11, 2019, 06:12:18 pm »

the game is shaping up well
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Khan Boyzitbig

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #246 on: December 12, 2019, 09:09:18 am »

I've been meaning to keep an eye around here. Now I am.
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Iduno

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #247 on: December 12, 2019, 09:10:07 am »

Furthermore, we added a log to the game, giving that nice little touch to creating a story. Want to know that Pete got the "shat pants" condition? No? Well, you will know anyway.

Best dev logs.
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Tobel

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #248 on: December 13, 2019, 06:20:59 pm »

This seems like it's come a long way since I initially looked at it. Maybe time to see how things are progressing.
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Tiruin

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #249 on: December 15, 2019, 08:44:14 am »

This seems like it's come a long way since I initially looked at it. Maybe time to see how things are progressing.
It has come a long way since months prior :))
Next few updates are going to touch upon ship combat and turrets, yay to logistics! But also yay to the devs, bringing in bits and pieces, and adding new features to slowly shape the game up as is.
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AdmiralGeezer

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #250 on: December 18, 2019, 11:57:37 am »



Yogscast streamed Space Haven today on the Jingle Jam stream. Was fun to watch them play and they seemed to have fun playing it too. Grabbed that screenshot when they were fighting aliens on a derelict ship. :)

The video of the stream is below:
https://www.twitch.tv/videos/523095593?t=0h21m9s
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nautilu

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #251 on: December 20, 2019, 08:02:45 am »

This looks fun. It will be the first game Ive bought in a loooong time when its done.
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AdmiralGeezer

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #252 on: February 13, 2020, 07:31:02 am »



Is it a bird? Is it a plane? No! It is the thunderous roar from a spaceship turret. Space Haven Alpha 6 is the biggest update to date and brings ship-to-ship battles with it, along with a bunch of smaller feature additions, improvements and bug fixes.



Developing support for ship-to-ship battles was challenging design wise, but we're really happy with how it turned out and how it further supports the core of the game. The new additions enables you to build a proper bridge for your spaceship consisting of many console modules.

Note! There's only one turret at the moment, but our focus was to implement the base and make ship-to-ship battles fully functional. We will be adding more with time.

The Spaceship Bridge



It's now possible to build a proper bridge for your spaceship, with 3 new console modules introduced making the total amount of console modules 4. Each console is specialized in controlling a certain aspect of the defense and attack systems. The consoles are:

The Operations Console



The operations console is used to hail other spaceships and communicate with their crew. It is also used to control scanner modules. Needs crew member to operate.

The Weapons Console



The weapons console is used to control the various turrets of the spaceship. One console is capable of controlling all turrets in the spaceship, as long as a crew member is stationed at the console.

The Shields Console



Shield modules form a continually regenerating protective energy shield around the ship, and use power to recharge. Shield generators are controlled by the shields console seen above.

The Navigations Console



This navigation console combined with a hyperdrive enables the spaceship to hyperjump between solar system areas. Needs a crew member to operate.

Ship-to-Ship Battle Mechanics



A ship's overall health is divided into hull stability and shield strength, which can be strengthened with hull stabilizers and shield modules respectively. Power will also play a part, as attack and defense systems will be more prone to consume larger amounts of power.

Various turrets will have their own specifications regarding hull stability damage and shield damage, in addition to these special properties can be added. Examples of special properties could be a turret with projectiles causing internal fires, another turret may act much like an EMP turret shutting down power within an area.


A Hull Stabilizer reinforces the spaceship's frame, strengthening it and generally improving structural integrity. Multiple Stabilizers can work in unison to bolster the hull far beyond its normal limits.

A ship's hull is not generally penetrated until the hull stability is lost, at which point the hull stabilizers will be overloaded and explode, along with other hull integrated elements like turrets, shield modules, hangars and more inevitably causing the whole ship to explode to a good degree. It's still possible to save the crew and the ship after this, but generally a scenario like this is devastating. Roof elements, like turrets shields and scanners, can be targeted and destroyed individually.

All so called system modules reserve system points when built, if you want to build a ship with more hull stability you will have to sacrifice on some other front, like fire power or shield strength. Larger ships will have more system points to spend on system modules. There will not be a wide selection of turrets in the beginning, but with time more turrets will be added to the game.

Scanning



Feeling curious and want to see what's going on in other faction spaceships currently in the sector? Build a scanner and you're able to peek in. The scanner will come in handy when trying to determine whether this is a crew you want to mess with, or where to direct your more powerful special turrets.



"Seems Jemima and Lisette are playing Fatman Returns in co-operative mode. Others are probably sleeping. This is our chance to do a sneak attack and steal their space food."

New Music

We've kept Paul very busy and had him produce 4 new music tracks for the game for this update. You can listen to one of the new tracks above, this one is named "Memories".  The soundtrack has come a long way, now with 12 in-game main tracks plus some additional tracks for things like exploring derelict ships and crew combat. That's well over 30 minutes of excellent music!

Space Haven Official Wiki

We've been working on a wiki/guide for Space Haven, filling it up with information and tips. We hope it will be of help for new players to get answers if something is unclear. We will keep adding information with time as we find out which things are hard to understand. You can check out the wiki below:

http://bugbyte.fi/spacehaven/wiki



Jump aboard on the Alpha:
http://bugbyte.fi/store

How to Update

If you're an Alpha backer or higher you can now update the game either through the in-game update mechanism or through the Bugbyte redeem site:


  • Method 1: You can use the in-game update mechanism. Launch the game and go to main menu and click Update! (You need to be logged in to Cloud with your account you used to redeem your Reward Code)
  • Method 2: Navigate to the Bugbyte redeem site and log-in with your account (Created when you redeemed the Reward Code) to grab the newest build: http://bugbyte.fi/redeem
We will most likely be Quick Patching the game in the coming days, so be sure to check out the in-game news section frequently.

If you're not an Alpha tier backer don't worry, we are once again one step closer to Steam Early Access, which is when we will send out access also to Crew Member backers!



We love to hear from you guys so don't hesitate to come have a chat with us =) You can connect with us from through the channels below:


We also have our mailing list which is great for keeping up to date with important news: http://bugbyte.fi/register

Need help with something? Send us an e-mail and we'll help you at: support@bugbyte.fi



Wishlist on Steam!

Be sure to wishlist Space Haven on Steam and GOG, to be notified of release =)

Full list of patch notes

  • Saved games are not supported from alpha 5 and previous versions.
  • Ship-to-Ship battles implemented.
  • Modified and implemented new features to the User Interface to support ship-to-ship battles.
  • Implemented various ship-to-ship battle effects, such as explosions and shield effects.
  • 3 new consoles to build: Weapons console, Shields console and Operations console.
  • New Facilities to build: Energy Turret, Shield Generator, Hull Stabilizer, Scanner and Solar Panel.
  • Added a new source of power, the solar panel, with efficiency based on the distance from the star system sun.
  • 4 New in-game music tracks added.
  • Modified and created some new ships for the factions you encounter.
  • Smaller improvements to the user interface and various in-game texts.
  • Balanced power generators.
  • Improved power view mode.
  • Added adjustable area range setting to power nodes.
  • Added in-floor power node.
  • Gas scrubber now produces carbon over time.
  • Increased certain starting resources slightly in scenario 01 and 02.
  • Autosave interval time is now 5 minutes in real time.
  • Added Hide UI keybind, for taking nice screenshots without the UI.
  • Help menu added with a link button to the Space Haven Official Wiki/Guide.
  • Scrapper renamed to Recycler.
  • Life Support renamed to Oxygen Generator.
  • Core renamed to Power Generator.
  • Tweaked default crew priority settings.
  • Rebalanced Optronics Fabricator, Cell Fuser, Advanced Assembler, Chemical refinery production lines.
  • Added a jobs associated with this facility tab for facilities, allowing manual assign when needed.
  • Tweaked traits to include things like surrender rate. A hero will be unlikely to surrender.
  • Fixed a bug where sector content was not updated when entering a new sector.
  • Fixed a bug where the resolution could not be bigger than 5280 pixels wide.
  • Fixed renaming crew member to change the name in the top list also.
  • Many other bug fixes.
« Last Edit: February 13, 2020, 07:32:38 am by AdmiralGeezer »
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Greenbane

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #253 on: February 13, 2020, 12:43:19 pm »

This looks awesome. Looking forward to the Steam release!
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Tiruin

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Re: Space Haven - RimWorld inspired spaceship colony sim.
« Reply #254 on: February 13, 2020, 10:22:25 pm »

This looks awesome. Looking forward to the Steam release!
It does! I'm extra hyped c: All the pixel fun! Even the small details. Especially the attention to small details.
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