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Author Topic: Maia - Space colony god game  (Read 146137 times)

simoroth

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Re: Maia - Space colony god game
« Reply #795 on: September 16, 2015, 07:21:31 am »

Do the suits carry a small supply of water and food for surface ops? That might help if they're running into issues on long walks.

Not currently. But that's the new plan. Need to create a task to refill the airlock supplies though or it will be a bit cheaty.
Is there a concept of colonist inventory? They could also carry a meal ration with them if the intended surface destination is beyond some arbitrary distance, or the total surface walk time exceeds a threshold.

Yeah they actually already carry food (for building ration packs or eating a table) can certainly link that up. However it seems the starvation bug wasn't that all in the end.

I finally got to the bottom of it.

It wasn't an AI bug.
Nor was it a path finding bug.
Wasn't even PEBCAKs

Seems the colonists if you worked them hard enough would get incredibly hot. They'd then start sweating so hard that they'd get drenched and rapidly cool to a dangerously low temperature. Their bodies would then burn all their energy reserves thermoregulating back up to a better temperature.

 :D
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Making Maia; a space colony management sim: http://www.bay12forums.com/smf/index.php?topic=118473.0

Majestic7

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Re: Maia - Space colony god game
« Reply #796 on: September 16, 2015, 07:30:45 am »

You should look into introducing more hilarious bugs, if you have code simulation that deep. Like the old "burning fish" of DF. (When temperature was introduced in DF, some materials - like fish - was forgotten to add the degrees where it combusts. Thus, certain type of fish would combust at any temperature. Traders would come with wagons full of burning fish, dwarves would carry around burning fish and eat burning fish like it was business as usual. Firefish, get yourself some hot fresh firefish!)
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Puzzlemaker

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Re: Maia - Space colony god game
« Reply #797 on: September 16, 2015, 07:46:59 am »

That actually happens too, haha.  If you are working in the cold, you don't ever want to sweat, or else you could lose core body temperature pretty fast.  Layers are important.  So maybe reduce sweat amount slightly, and if a colonist starts getting hot he takes a breather?
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

forsaken1111

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Re: Maia - Space colony god game
« Reply #798 on: September 16, 2015, 07:55:28 am »

Having colonists take a break is fine but please please please...

1. Make it depend on the colonist's behavior. If he's an obsessive workaholic he might just work through the discomfort.
2. Don't let them take a break if there is less than 1% of the work left to do on the job. After playing rimworld for the last few days it is INFURIATING when they stop producing an item with like 1-2 work left, which would have taken maybe 10 more seconds, in order to go take a nap halfway across the map.
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Gabeux

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Re: Maia - Space colony god game
« Reply #799 on: September 16, 2015, 11:12:31 am »

That's a very cool bug you had there!

I noticed something weird with the temperature once, especially when people die outside. But I thought it was due to some other weirdness.
This will help a lot in mid-game when you want to spread science stations around.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Retropunch

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Re: Maia - Space colony god game
« Reply #800 on: September 16, 2015, 04:52:30 pm »

2. Don't let them take a break if there is less than 1% of the work left to do on the job. After playing rimworld for the last few days it is INFURIATING when they stop producing an item with like 1-2 work left, which would have taken maybe 10 more seconds, in order to go take a nap halfway across the map.

I have to STRONGLY second that. I'd have it as high as 5-10% as otherwise it just gets frustrating - even if it's at the expense of 'realism'
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

simoroth

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Re: Maia - Space colony god game
« Reply #801 on: September 16, 2015, 05:20:39 pm »

2. Don't let them take a break if there is less than 1% of the work left to do on the job. After playing rimworld for the last few days it is INFURIATING when they stop producing an item with like 1-2 work left, which would have taken maybe 10 more seconds, in order to go take a nap halfway across the map.

I have to STRONGLY second that. I'd have it as high as 5-10% as otherwise it just gets frustrating - even if it's at the expense of 'realism'

Generally the colonists don't ever drop tasks without it being critical. Mostly because it causes an animation headache (blending out from arbitrary parts of an animation looks gunky).

When I need them to chill they'll just avoid running or prioritise tasks that are less arduous. For instance they won't do a surface walk as the suit is a bit of a insulator. Since they can do socialising tasks between parts of a build chain now I could add some sort of "take a breather" idling task. Although that might upset players as every time the AI gets less focused I get a million bug reports saying the game is ruined. :p
« Last Edit: September 16, 2015, 05:25:12 pm by simoroth »
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Making Maia; a space colony management sim: http://www.bay12forums.com/smf/index.php?topic=118473.0

forsaken1111

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Re: Maia - Space colony god game
« Reply #802 on: September 17, 2015, 04:38:49 am »

Hehehe... I'm fine with that sort of thing personally so long as there is some way for the player to say "This is super critical to your continued existence please finish it even if you're a bit tired/hungry/overworked!"

I had a colonist in rimworld stop building a turret at the very last second so he could nip off for a bite to eat. I didn't notice. The raiders certainly did. I had told him to build it because they were coming.

It did not go well.
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Retropunch

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Re: Maia - Space colony god game
« Reply #803 on: September 17, 2015, 05:18:44 am »

Hehehe... I'm fine with that sort of thing personally so long as there is some way for the player to say "This is super critical to your continued existence please finish it even if you're a bit tired/hungry/overworked!"

I had a colonist in rimworld stop building a turret at the very last second so he could nip off for a bite to eat. I didn't notice. The raiders certainly did. I had told him to build it because they were coming.

It did not go well.

That's my problem with strategy builder games - no matter how clever the AI is, there needs to be a 'push through the pain!' button as otherwise you're left with super critical buildings just barely unbuilt because your colonist was a bit tired/bored.
You can re-prioritise colonists in rimworld, but you have to keep doing it every step of the way otherwise they wander off. If you could designate things as 'Iwillspaceyouifyoudontdoit important' that'd make everything a lot smoother from the players perspective.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

ollobrains

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Re: Maia - Space colony god game
« Reply #804 on: September 17, 2015, 05:22:43 am »

i guess teh AI in rimworld might get some adjustment oncea  few more alphas are pumped out
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dennislp3

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Re: Maia - Space colony god game
« Reply #805 on: September 17, 2015, 02:19:16 pm »

Or...much simpler...there needs to be a threshold of sorts...the closer someone is to completing a project the less important needs become. 1 day left on the building? Let it sit and let someone else take it over or come back...10 minutes left (game time)? Get it done unless you are literally going to drop dead.

A hidden "finish no matter what point" if you will
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forsaken1111

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Re: Maia - Space colony god game
« Reply #806 on: September 18, 2015, 10:49:41 am »

Goddamnit...

"Oh sorry we're too hungry to build the FUCKING HYDROPONICS BAY WHICH WOULD FEED US"
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Kenpokiller

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Re: Maia - Space colony god game
« Reply #807 on: September 18, 2015, 04:00:10 pm »

Wow I want to play this
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Neonivek

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Re: Maia - Space colony god game
« Reply #808 on: September 18, 2015, 04:07:27 pm »

Goddamnit...

"Oh sorry we're too hungry to build the FUCKING HYDROPONICS BAY WHICH WOULD FEED US"

I have to admit that has always kind of bugged me in a lot of games. Where the people you control end up too deprived and so they refuse to work towards saving themselves.

So guys how is Maia looking now?
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forsaken1111

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Re: Maia - Space colony god game
« Reply #809 on: September 18, 2015, 04:27:00 pm »

Looks beautiful, but its not quite there yet gameplay wise. Its making steady progress though.
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