![]() When combined, a clever player can create a giant “freezer” for all of their perishable food.Įven more separately, water is acquired by mining ice from asteroids. Separately, the player can control the temperature of a room. The player should be able to combine unrelated mechanics in order to create a solution to their problems.įor example. (This is why you grow humans in bio-tanks) Where the station is persistent, but the colonists are dying and replaced frequently. We’re designing Starmancer to be slightly rouge-like. You might lose your entire colony because of 1 bad decision. Untrained farmers might accidentally kill your crops.Īnother part to this pillar is that it’s okay for the “bad stuff” to be very punishing. Poor station defense will entice pirates to attack. Treating your colonists poorly will lead to rebellion. Your colony will not randomly rebel against you. The core idea of “Cause and Effect” could be summarized as “actions have consequences”. You shouldn’t need to watch a tutorial before you play a video game. You shouldn’t have to play multiple times in order to understand what to do. There are advantages in specializing your refinery, but nothing bad will happen if you want to “place and forget” your machines. Doing so will adjust the conversion to create only fuel or only metal. The player can select the refinery and change the active recipe to “Fuel Only” or “Metal Only”. ![]() By default, 1 ore is converted into 1 metal and 1 fuel. Micromanagement will be available, but it will never be forced on the player.įor example, the Ore Refinery is a machine that converts raw ore into metal and fuel. The Starmancer issues orders, and your colonists (hopefully) obey. We have 5 rules that govern every aspect of the game-from the smallest balancing tweak to the largest feature.īy understanding these pillars, you’ll understand the type of game that we envision for Starmancer. It’s completely single-player, although we’d like to have multiplayer eventually (a really long time from now). ![]() But hey, if you fail, just regrow a new batch of colonists. There’s also the vacuum of space, enemy factions, diseases, starvation, murder, and space dementia. If they get too upset they’ll stop working or completely rebel and attempt to destroy you. At the same time, you have to keep your colonists happy.
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