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What do you mean by visual options needing to be better addressed? I am planning to sort them better, group them in terms of purpose/fps-impact.

You answered yourself!   :-)

And how is it all recalculated when player uses Swap Buildings?

Interesting enough, you cannot move a building from a place to a vacant spot, only swap between already constructed structures. Eg. If I build the Lab over the Miner's Guild and decide to put it on the vacant ground, I cannot do...

I am doubtful that ignoring capacity and increasing only speed will make runners more efficient,

A steady influx of fast income seems better than waiting for large inputs. The time they stay put collecting resources, they are a sitting duck waiting to get stunned. Also, the faster they collect, the less minerals in the screen, so, the Mountain will not retrieve anything. 

What do you mean by "a discoverable tech tree image"? 

The idea of a tech tree as image is to help see things unlocked in other parts of the game without the need to browse among all menus.  

Yup, allowing swapping buildings into an empty space is on the TODO list.

Well I suppose if ignoring carry capacity is a viable strat initially, then more power to the players figuring it out. :)

Ah I see, you actually meant an extra window showing a tree, kinda like Age of Empires 2 tech tree. That seems unnecessary for this game, especially when a lot of unlock conditions are just requiring units like scientists.