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Sand: A Superfluous Game

An open world, base-building, adventure survival game with quirky humor and Llamas!​ · By Voided Pixels Studio

Suggestions Sticky

A topic by Voided Pixels Studio created Jul 22, 2019 Views: 4,499 Replies: 195
Viewing posts 41 to 73 of 73 · Previous page · First page
(1 edit) (+1)

I have the best idea. Hear me out. Mountable turrets on the llamas. Some thing tat the player can craft.

Developer

humm....

(+1)

its a great idea. Still i must say i think its really good of you for caring about this community and reading all of these quirky ideas i mean some make are actually good but still thx for caring. :)

Developer

lol most of them are great. I love hearing ideas from everyone. It helps my brainstorming a lot. Some of them just aren't in the direction I am going. I have an idea for "pets" you'll be able to deploy. Maybe one should be a robot llama with a turret!

(+2)

Cyborg llama!

(+1)

when someone is sleeping on a bed and the bed is deleted he wake up

Developer(+1)

lol yeah that should happen of course :)

Developer

Oh I forgot to tell you that been fixed for the next build

(+1)

 make workers  sleep in fancy beds and require less time sleeping in one of those beds

Developer

They already do (I believe). I haven't prioritized them to look for the best bed available though. They currently find the closest (I think). 

(+1)

Hey,

First I gotta say I found this game to be funny with potential to become deep and grim all at the same time. I love those kinds of games!!!

Hope to see more of the story line real soon!

Second...,

Got some suggestions which I think could be great for the game (Chances are most of these already have been suggested before) I'll try to be brief (no promises :-D),

- Biome weather -  Two thing I've noticed about the game's biome. It's a desert and it's a post apocalyptic wasteland. So in line with that, you could add rain/thunderstorms/dust bowls/sand storms/heat waves/cold waves etc. I think it would add more depth to the game and you can make weather events give buffs/penalties to the player's town (E.g. - regular rain can water crops and you could add rain collectors as a buildable object while acid/radioactive rain can delay or kill plants and stuff same as that, electrical storms can give more power if a lightning rod power generator kind of thing can be built and dust bowls/sand storms could just get sand everywhere in the base).

 - Enemy Mobs - MOAR!!!! to be specific, you could add bosses/semi bosses (just a little bigger and little harder to kill than your average raider). Also, you could give raiders vehicles/beasts (like big lizards or those black roach things) for them to ride on. Assuming you do give them vehicles you could make MAKESHIFT ARMOR/GUNS/CANNONS/TURRETS/SPIKES/CATAPULTS and all manor of wasteland things attachable to them. Also you could give them in the vehicle station as player vehicle upgrades.

Enemy Mobs (wasteland beasts) - MOAR!!! again, to be specific, you could add more creatures that are typical for a wasteland desert biome (I.e. - giant Lizzards/giant Scorpions/Feral dogs/giant Armadillo-Ankylosaurus hybrid kind of things would make great hostile mobs plus there are actual things in deserts called Deathstalker scorpions and Thorny Devil). 

- Faction Cities/HQs - you could have small Towns / HQs for both raider factions apart from isolated camps (assuming this is a direction you'd want to take).

And finally,

ROBOTS/CYBORGS/LIZARD PEOPLE/MUTANTS/GHOULS/RUIN CITIES/ABANDONED MILITARY BASES/MOUNTAINS/BARRON TREE FORESTS/LAVA

Let me know if any of these are worth putting in the game. Plus I am good at story writing and stuff so.... could help with stories for side-quests & stuff if you need Pro bono! (I absolutely love this game!!).

Developer(+1)

Thanks! These are all great idea! Most I plan to implement. The weather idea is good with the rain types.

Also I am glad you get the humor grim vibe. I haven't worked much on it but that is the vibe I am going for. Fallout 1 and 2 are my favorite games so I've modeled the style off that.

I need to get back into quest writing. I've been busy with work and doing the upgrade system. I (or someone) should make a thread where people can make stories and I could add them as side quest or something. That would be something I'd totally be down with.

Being a HUGE fan of the Fallout series myself, I understand why you would want to model your game after the first two. In my opinion, Fallout 1 has the best main quest in the whole series. But in my experience, every Fallout game focuses on being very serious and dark and it mainly focuses on the player having to make hard and conscience decisions that affects the very morality of the player. In my opinion, what makes your game stand out (if someone were to compare) is the humor offered by the world and its characters. Especially characters like E.D.D.I.E. or the Mayor who makes do with what they have instead of feeling all sad and grim about the state of the world. Currently, with the game as it is, is feels similar to "Adventure Time" (LOVE THAT!)

Few more things I forgot to add last time (will be brief this time),

-Multi story buildings (because why not? you cold also add roofs too)

-Travel encounters (be it a simple gang of raiders that happens to cross your path or more interesting encounters like a a blooming tree in the middle of the desert that catches your eye and when you try to cut it down, it turns out to be a big camouflaged mutant!!)

-Terrain buffs (like when you are in travel mode, there would be random events that'll course the player to loos/gain supplies - this could be done in the same way text-based quests work).

-Gore (I don't generally encourage this, but it seem s that this can use a little a bit of red and if done right, this can help to humanize enemy NPCs and add to the grim factor).

Couple of fan questions (feel free to ignore :-D),

- Why did you opted to tie in this game with the superfluous universe? (I mean its nice and this game makes for a good fit for the superfluous universe, but it did seem that by adding this to that universe, Sand somewhat lost the chance to present it's own lore-only my opinion).

- What are Ink people (Aliens???) & are they fluid or solid creatures?

" thread where people can make stories" I'll do that (hopeful that everyone would be interested to have their stories told)!!

Developer(+1)

- Why did you opted to tie in this game with the superfluous universe?

My idea is to make a trilogy based on this universe. I love things that have a cohesive universe. I also feel like because of the time jump I can add really anything I want into the game without having to be shoehorned into anything the previous game had. 1000 years in the future on a mutated planet, what can't you make? I've never really felt confined by it. I have had the entire trilogy story arc in my head from the start though. That being said E.D.I.E is from the previous game (which was my favorite character to write), the apocalyptic earth as well. At the end of The Superfluous you make a choice. I had to choose one to continue the story from; destroyed world seemed funner than utopia :)

- What are Ink people (Aliens???) & are they fluid or solid creatures?

I could tell you, but it would be fairly spoilery. They are fluid so you'll see them explode on death or kind of morph and come out of the ground. They are the reason for the skeletons and all the weird things that are going to happen. You'll found out through the story what they are and how they came about. I am actually not sure if I ever posted images of them. I probably should one day :)

- Gore

Yeah I think I had it at one point, but I am usually not a fan of it myself either. I have small kids that watch me develop at home :) I'll probably add it in as an option.

-Travel encounters

Yep planned

-Multi story buildings

My thought is actually to go down instead of up, but why not both?

-Terrain buffs

Humm... yeah that is something to think of. I'll add it to me think-about list :

NOT THE KIDS

Hey, it's me again,

What do you do with experience points? (so far I have 14K+ but I've no idea on what to do with them)

Developer

lol those are to be used in the leveling section... that currently doesn't exists :) The idea is you won't have everything unlocked for you and you'll have to get xp to unlock certain things. You will also be able to upgrade your player there too.

(+1)

I've been thinking,

Please Note - English isn't my native tongue, so pardon my writing :-D (I'll try to make as much sense as I can)

Instead of the number of collected items appearing above the character, what if its shown on the left side  (where the collected items are already shown)?

In my opinion, it would effectively make it more clear to seen how many items the play have harvested/mined/collected.

Case in point,

like the (poorly) edited example shows, "+/-", "number of items" and "item name" can be made to appear next to the corresponding item.

I'm suggesting this because whenever I harvest corn from my farm, numbers of collected items are shown like this,


I love your game and no offence, but I crunch  numbers for a living & I rather not do it in my free time as well :-D. With that been said this is my view only and I don't know everyone playing the game would agree.

Developer

lol yes I know what you mean. I've been through several iterations of the floating text. I'll see if I can't make it better. 

(+1)

One other thing.

Saddles???? (for Llamas and other potentially rideable animals ) - more of a kind request than a suggestion :-)

Developer(+1)

I have a whole mount llama breeding side game in mind. Breeding llamas and taking them to races and betting on them.

(+1)

Hey,

Had 3 Llamas -> Rode them with my posse into raider country -> got insta-killed -> woke up in the base & now I don't have any Llamas :-(

My question is, will the same thing happen to my car??? It's expensive (as you know) & I rather not loose it.

Developer

no the car is permanent and will respawn in base. I will have it later where you will have to go find it if you die, but for now it drives back :)

(2 edits)

Ah, 

Hey, would you do the same with the Llamas? (I know there r cheap to build, but I don't know, guess I got attached those little woolly spit machines more than I though & I'd rather not make em if I'm just going to loose them). Just my view of the thing though.

Also, could you make them spit?? (they are llamas after all! :-) ).

P.s - would it be too crazy if Ripley wielded a FLAMETHROWER!!!

Developer

Flame Thrower Confirmed.

(+1)

Local co-op far in the future? 

Developer(+1)

I can handle local co-op for sure. I didn't plan around any networking capabilities and I've only tinkered with that a little (If I tried it at this scale it would be a disaster :) ). I'd have to add controller support which I planned on at one point in time. Anyway, yeah I did it in The Superfluous I should be able to handle it with this one. It just depends if I can implement the controller well enough.

(+1)

POLISH

and a few bugs, because I much rather not take the time to seperate all my notes (so get ready for a wall of bullet points) from what may have been looked over and what may have been bugged.

(also I am probably going to say stuff already asked for/brought to your attention)

Beginning of the Game stuff
  • Can't brush sand off of E.D.I.E. with broom
    • I already said this in the survival mechanics discussion, but it is important to me cause that was the first thing I tried to do
  • If you clear wood debrie (debire? can't spell) before talking to EDIE it doesn't seem to count towards the mission.
  • No repercussions for trying to punch traders
    • A system for trading and your aggression to traders will probably be hard to implement; however, an conversation like: "oh don't even try, we all take a class on shadow boxing before beginning life as a trader because of people like you."
  • Rain can happen at the beginning of the game before talking to EDIE or learning how to build.
    • Makes the desert/wasteland mood kinda mute
  • The instruction to press "B" to build shows up before talking to EDIE (and shows options for building if you press it as well)
    • may want to make that UI pop up after the mission
  • On the world map pressing "enter" (the key) doesn't work to enter your base, you have to click the button on the screen.
    • it confused me at first, and I thought I already broke the game (and then I tryed clicking it with my mouse)
    • could also allow pressing enter to let you explore a tile
  • Wall torches can be inside walls (or on top of them?) and they can't be rotated to be on the sides of walls
    • This may also be intentional, but if you make a pretty lengthy and narrow building you can have a dark area inbetween
Combat stuff
  • You can break wooden crates with an axe but not barrels.
  • Sprinting doesn't affect aim for bow or other guns (this is probably me not noticing that it does)
    • You could make "better aim while sprinting" (if you implement this) as an upgrade you can do with XP at a workstation
  • You can grab arrows from the other side of a wall
    • This is probably intentional/a good thing; there isn't roofs, and if  local multiplayer is added it could add to the strategy
  • Attacking while sprinting doesn't seem to make stamina go down faster, it does make sprinting slow down a bit when you swing, which I like.
    • You could go down a slippery slope here by making all weapons and tools take down a bunch of energy, which would slow down the combat and make you not want to do it (mainly applies to the flame boots, they go down quick already for me)
    • You could make "less stamina taken while swinging and sprinting" (if you implement this) as an upgrade you can do with XP at a workstation
    • Could also only apply to certain weapons - like the spear - and not affect other weapons - like the bat.
  • Sprinting to long doesn't affect speed of attack
    • Not really a problem, some might consider it "unrealistic" but it would probably lead to a downwards spiral where you can't run away from skellys and you can't attack them.
  • No three lines (or prongs? I don't now the name for those indicators) indiactors for stamina while riding a llama
  • Fire from flame boots doesn't go out in the rain, and dust storm doesn't affect the "homing" range of the rocket boots
    • This would add more strategy for the times you go out and do missions
    • Doesn't necessarily have to put the flames out, but some steam coming from the flames would add a nice touch (or more polish I should say).
  • Hold "E" to revive still hovers over a passed out companion (duke in my case) 
  • The screen shakes when you get hit when you are already passed out, but the background (or the back-background) doesn't fade, leading you to see brightly lit sand in the corners
    • Maybe could be solved with the background fading too when you passout.
  • Armor (or just the trash can) doesn't show up on the player, which made me sad to not see a trashcan on my head
    • May just be intentional and you want the player to be able to pick their style of hair without it being ruined with a garbage bucket on their head
  • May want to make a "no enemy" radius around the player whenever you explore a tile (I about died the first second one time when I clicked explore)
    • Could make a specfic "no ranged enemy" radius to allow melee skellys and roaches, but not a skelly with a bow to notice you right away. 
  • No "scroll back" on inventory or missions (it doesn't loop from the beginning if you reach the end and vice-versa)
    • This leads you to have to click all the way back to the start to see if you finished that mission if you where on the last one
    • It not looping in your inventory leads you to scroll down super fast to get to a weapon or tool you placed there 
Combat Suggestions
  • Blocking - You could hold right click to block for a tiny period of time, which would drain a 3rd of your stamina
    • This could add a lot to the strategy and add something else to upgrade and learn
    • This could be used to negate/block effects that you are planning to add (ex. bleeding) 
    • What you can upgrade and how you can upgrade can be vast (and unlocking it too)
      • What you can upgrade could be - how long the period of time the actual block lasts; how much damage it blocks; how much of effects it blocks (like bleeding is less if you blocked it); what effects it can block;  how much stamina is lost from blocking (probably should be limited to 1/6 or 1/9, otherwise it might be overpowered); and how much time it takes for you to block again (this could be set in stone with the stamina regeneration, and if it varied it would be harder to gauge when to attack enemies if there is no set openings for attacking).
      • How you can upgrade could be - from the players work station (leveling up the "blocking  time" or "blocking effectiveness"); weapons (better/lighter weapons take less stamina or can block more often) (could also level up the weapon station to add these); armor (makes sense and could dictate how much damage is blocked and what effects are blocked/negated) (also could level up armor station to add these); or from quests
        • This could be a good way to spend XP.  If you do the upgrading with quests, you could connect it to the traders not being able to get hit with a "Trader Training" quest line which ends with the leading trader saying something like, "You're no where close to being a trader, you still get hit, but it seems  you can block better" (could add to the grim-comedy tone of the game) 
    • Enemies the can block would add difficulty and would be intresting to fight against
    • Really just adds more depth to the combat and survival.
  • Medical Companion - A way to get a NPC to help heal you and even revive you if you pass out would be a worthwhile questline 
  • More Weapons -
    • Crossbow - would work like the bow, but faster reload or bigger projectile (or both, your the coder)
    • Lance - Weapon that could be used on the llama and does more damage while riding the llama (could get overpowered if it scales with speed, because of the rocket boots)
    • Flamethrower - I think someone already mentioned this, it's a good idea
    • Spiked Whip - A whip not for herding animals, but for killing skellys
    • Fireworks - Would be like the grenade, but it would go in a line instead of being tossed, and not bounce off walls (less damage too)
      • May want to replace the steel cost of the grenade with cloth, but keep the same oil
      • May want to make a different explosion animation for this, or have the flavor text say, "More like 'fireworks' than fireworks" or say, "More practical than for looking at, that's why your not seeing colored sparks."
  • More Armor -
    • Helmet that passively reloads - I don't know what it should be called, but if you add this it would go well with the chest piece that gives you more ammo
    • A "Cursed Flames" Flame boots - If you implement the rain and/or dust storms getting rid of fires, these could circumvent that (also have blue fire to show that in a local multiplayer setting)
  • More Enemies -
    • Skelly Bear (because it's in alaska, they have bears) - basically could be a tank-y skelly that could charge at players (kinda like the rocket boots but without the "always hitting" and "giant explosion")
    • ON FIRE SKELLY (regular flame and cursed flame varients possible) - a flanking skelly that doesn't necessarily attack you but circles around you
      • maybe by making the pathing point(s) in a circle around the player or kinda like in pacman with how pinky (or another ghost) goes behind pacman. (in this case you may not want to make it directly behind the player but more at an angle behind the player so the skelly doesn't try to go through wherever the player is standing)
    •  Sand Salmon/Tuna (cause alaska) - it would be able to go into the sand like the sand worm, but it would be more like a dolphin jumping in and out of the sand - instead of burrowing and coming out at a point like the sand worm.
      • Maybe make these only jump in and out of the air whenever a dust storm is happening to give the weather condition an enemy.
    • Mutant Centipede - larger and tougher roach (could have multiple body parts have different health)
    • Mutant Locust - like the roach but can jump like the Sand Salmon
Location/Mission Stuff
  • At Steven's Ranch you can mess with the electrical equipment (no one comments about it, gets mad, or tries to fix it)
  • The mission where you kill the skellys for steven's the older (dead) cows you can butcher them and no one comments about it
  • Can't sleep in any of the beds at any location other than yours (probably intentional, or you could do a mission to get permission to sleep at the ranch or pay to sleep in a hotel at a new location)
  • If you use "shift" and "E" to pay more than one scrap at the time, the conversation still says that you had to click 500 times (would be funny if you said to Duke, "you didn't know that you could do that?")
  • I quit the game from steven's ranch, and when I loaded back in, sand was gone from EDIE (I already said about the broom thing earlier)
  • It still says to press "B" for build mode at locations you can't (unless you are in debug mode)
  • You can plant crops at the 'orphanage' which no body comments on or thanks you about
    • May have to code different sorts of triggers for stuff like this
  • One randomly generated building in an explore tile had signs instead of gravestones
    • I may have missed a sign saying "died due to being to dumb to order graves instead of signs" or if you add a broom brushing mechanic that can uncover signs and gravestones revealing what they say, you could have one grave have a dusty sign on it saying, "stuck in the past when signpost were gravestones" as an easter egg.
  • Anchor Rage's sand clean up drones aren't able to be hit with the spear like your flash light drone can.
    • may want to make the knockback they take less than your flashlight drone; they do look a lot heavier after all.
  • Planning ahead and taking multiple cats seem to bug out the cat lady mission; the cats get named and left on the map but you only drop off one cat accorded to the mission and dialouge
    • I couldn't really fix this in debug mode (either I was petting the cat near the postbox or it just wasn't giving the cat) (I also tried doing multiple cats again and dropping them off one at a time but it seems like they all get dropped off)
    • I never got to the end of that quest.
  • There is multiple entrences for the leftmost building in the 'arts and crafts' center (by destroying the broken walls) but only one trigger point for the skellys to pop up
    • You may want to make trigger points connectable, so you can fix it without making the skeletons trigger three seperate times
      • You may already be able to do this and I am just dumb with the debug mode.
    • There may be more instances like these, but this is one instance that I noticed
  • Gates don't load in on places correctly, this is in all revisitable locations (if you go in debug mode and destory and replace them they load in fine the next time you visit that location)
    • To be more specfic it make a sort of invisble wall that is uninteractable (I think it may just be that you changed the gate ID but it is still using the old gate ID, but I'm just guessing here)
  • In the last place you go to for the 'orphanage' story line (I didn't write it down in my notes, silly me, I do remember it is the one with the turrets, and I think it may have been the 'gym'),  two switchs that I assume is for iron gates is connected to stone doors, you have to clear the stone door connection to alllow the switch to connect to the gates. 
    • not being able to connect switches to stone doors and gates at the same time may be a bug.
    • (this may be intentional, but I have a feeling it isn't)
  • In the gym you can't see the sign welcoming you to the gymnasium without debug
    • Maybe I didn't get in the right spot to look at it, or the gate glitch happened at that location too
    • Could make it to where big signs have a larger reading radius to where the message pops up even if you are a bit far.
  • You can take cloth stacks, stone stacks, and meat stacks in the shops at anchor rage (and no one cares)
    • May want to make areas where you can't interact with material stacks (may want to make something similar for electrical stuff)
    • May want to get the players kicked out of the shop or prices being raised (still would have to overlay an area where players couldn't take stuff or make the stacks have different IDs)
      • Putting an area where players can't pick up stacks or if they pick up stacks in the area prices would raise could lead to a bug where if a player puts a stack in the shop and can't deconstruct it. May need to make different IDs for the stacks or check every so often to see if it has the right level of stacks in it.
  • The two NPCs at Steven's Ranch that are in the farm area, don't farm, and if you open the fences in debug mode they don't stay there and wonder around
    • Maybe make a new NPC spawn ID that farms and plants on their own or an area overlay where if an NPC spawn in there they can't leave
  • Your flashlight drone kinda phases through large water towers, instead of hovering over them like it does with walls.

The world map stuff I already said on my post in the survival mechanics, but it still stands here with the roads and quests. I really feel that for the mission stuff you just need to focus on more reactions of what the player does (like butchering steven the older's cows or using "shift E" to not have to press "E" 500 times) and more missions (which your planning) and worldbuilding (like with the broom mechanics I talked about on the survivial mechanics). Also branching out of the missions (like saying no to steven the older's mission doesn't let you refill your thirst bar at his ranch) 

(part one cause I actually gone above the limit for itch)
(+1)
Base/Building/Some Grammar Stuff
  • It doesn't say you can hold "shift" or "cntrl" to make placing buildings only go side-to-side or up-and-down where it says the controls while you are in build mode
  • NPC allies (Duke) and orphans have a chance to spawn in walls at your base
  • Traders don't use paths to get to your stalls (probably a pain to code though) and traders don't premptivly run away when a raid is about to start (already talked about the trading stuff in the mechanics)
  • Workbenches don't want to rotate for some reason (bug)
  • No Carpet foot/walking noise (it just leaves the wooden floor sound over wood floors)
  • While on llama and right next to a stall, pressing "F" to fo to prev. product gets you off of the llama
    • pressing "F" to get onto llama while near stall makes you mount llama and go to prev. product
  • When you upgrade a thing in the player upgrade, it seems all your items get taken away but then given back, making it do the "plus" thing on the items at the left side of the screen, as if you were picking up the item. (does something similar when crafting)
  • May want to make workers have "breaks" after they pass an energy level (like 9000 or 18000) and go near an object
    • Like going to/hanging around the veggie pot; around a sell or buy stall; around a bell; bookshelfs; or outhouse.
    • May not want this to happen for effeciency, or not happen if a raid is happening; however, it would give a slight push to automation
    • May want to make energy go down slower when they are doing the break (so they don't do a break and sleep)
  • Energy doesn't go down if Worker has Obj_bell or obj_skelly under them
    • May want to make energy go down but not have going to bed over/more important than fighting skellys or going to the bell.
  • Custodian has wrong description (it's the description of the researcher) and researcher has it's description as "none"
  • Small water pump has no indication that it is full
    • Maybe an animation with water dripping from the faucet?
  • Building "happens" while riding a llama (the building grid pops up) but the menu for buildings and structures don't pop up (also can't build anything even on your base)
  • Tool and Armor benches/stations say "Q/E to next weapon" instead of "Q/E to next tool" and "Q/E to next armor"
  • Farmers still water crops whenever it is raining (it wastes water and doesn't make sense for them to because the crops are gonna be watered by the rain)

Really any suggestions I have for building has been already said in the survival mechanics post about the guard flags, trading, and walls/outposts for blocking raids. (Different kinds of stalls to attact more traders and more paths (like clay/brick and planks) are really the only suggestion I have for buildings that I don't think has been said)

Debug Stuff
  • I would ask you to change the debug key " ` " to " shift ` "/"~" because I found out about debug mode after missing the "tab" button for my inventory and pressing it; I think requiring you to press shift to do it would solve the problem of that happening
  • Pathing
    • While in your base it does not show the pathing of NPC companions (duke) unless they are following you
      • I also think there is a bug where it shows the last bit of pathing of duke when he was following you (the white line is left over)
    • It does not show the pathing of kids/orphans
    • It does not include pathing for traders
    • It does not include pathing for cats (I haven't seen if it shows when they are following you)
    • May want to seperate pathing and debug entirely to reduce lag (incase that gate glitch happens in Anchor Rage, so you wouldn't blow up your laptop incase you done the cat quest)
  • Orphans (and maybe Duke) can pass through medium water towers if you place them in building mode
  • Building Mode
    • Why is there a medium and large water tower, but no small water tower?
    • In the debug 2 section some of the objects don't have a "no description yet" and are just blank
  • I had a glitch where eight farm plots (the bottom left ones) in Steven's Ranch were not able to be planted on, even in debug mode - it said it required four seeds (which I had even without debug) and the other farm tiles I planted, after harvesting them, the same "not enough seeds" thing happened
    • After I quit and got back on the game, it seemed to solve itself.
Other Stuff and Suggestions
  • If you press and quickly unpress the button, the orphans don't go
    • Probably intended incase someone accidentaly clicked it, but adding the person who is going to take the orphans away from you saying: "second thought?" (and possibly "third thoughts?" if you do it again) would add some polish to it
  • The loading screen for areas should probably have a background based on the weather for two reasons -
    • To hide the assests being put in and that weird camera zoom/zip to where you are (it can break the emersion)
    • It having rolling dust or clouds/fog (basically could just be a greyscale version of the dust) based on the weather would be a nice touch and help transition from world map view to your view.
  • A varient of the water towers that are empty/damaged/irradiated 
    • Could have a "rusted hole" and a "shot up" varient of those to have better enviromental telling (rusted is abandoned, shot up is raided, irradiated is poisioned); and you could use it in explore tiles without the player going "Why aren't people flocking here? it's a wasteland and this is water!"
  • Betting Settings (or more than just resets)
    • Gunfire Volume - Just a slider of how loud the gunshots are (my ears got hurt the first time I heard Duke shooting enemies)
    • Building Particles/Particles in General - To reduce lag
    • Frames Per Second Cap - framerates for me flunctuated wildly, it would be nice to cap it at 90 frames for me
    • Weather Settings - this goes for if you implement the weather causes more effects, like putting out the fire of the flame boots; and how long and how often they occur (like making rain rarer but longer)
    • Control Options - to remap buttons (I think your doing controller support anyway)
    • Raid Options - Options where you could choose where the timer is set at (like 500000 to 2500) and if raids can come from multiple directions after awhile (if you were to implement that happening after a raid doesn't happen when it counts down for so long)
    • Random Encounter Options - if you are adding totally random encounters (not like running into a skull icon that would be a Raid Wagon, but just events happening at random times without warning) you may want to make it toggalable or where you can decrease the frequency
    • Harder Options/Presets - options to make the game harder; like barely any traders, crops growing a lot slower, buildings cost more, ammo boxs running out, friendly fire, or taps going dry (stuff like that)
  • If your going to add trading wagons/raiding wagons/raiding llama parties; I would suggest to make some have a pre made/not randomly generated path (like a trader from Anchor Rage to Steven's Ranch) and a "?"/question mark icon over them until you get close (if you do this, you could make binoculors (binocoulrs? bincoulurs? binocollours?) that would show what they are from farther away.
  • Really all the stuff I suggested in the survival mechanics post, especially the broom mechanics cause it could add so much flair to the world building (and it make me feel so great inside), the "dusting off sand" that the broom does could also be used to brush off dust from solar panels if you plan on nerfing them by making them produce less energy after a dust storm because they get covered in dust.
    • Also the little flag idea for guards to patrol could be incorparated into being checkpoints for the llama racing.

Really this game has been a blast to play, and it's been great knowing that your taking suggestions (cause alpha) and implementing them. I can't wait for an update (especially for llama racing and more quests). 

I'm going to take a bit of a rest now.

Developer

Great stuff! I've already added the blocking mode for melee. I tried it for ranged weapons but it seemed strange. I'll be going through and making a bug list and hitting all those you found. Most of the things you've mentioned it because I haven't gotten to them yet. I get ADHD and start doing random things instead of working on like UI (I hate doing UI). Obviously more missions and more companions are on the way. The XP system will hide things (like gear and other building objects) until you pay XP to unlock them. Also I am planning on having special faction unlocks if you complete quests for them. Think grass, fountains, and statues if you befriend the Anchor Rage faction. The debug menu is really just for me lol. I turn things off like pathing and variables when I feel like it and when I am testing things. I don't plan on the mode being in the main game (or maybe as a hidden option). Anyway I'll work on the bugs. Almost everything you suggested is for sure coming. :) Thank you so much I'll be using these posts as a jumping off place for a while now. Expect a lot of your bugs and suggestions being in the upcoming updates!

(+1)

That's great! Whenever you update the game I need to make a video on it for my youtube channel; (or my friends youtube channel that recommend the game to me) I'm glad I could help in anyway I could. 

Developer

That would be awesome! I'll let you know when I get it to a more finished state :)

(+1)

A couple hours in and really enjoying the game so far!

I don't know if this has been posted by anyone else already, but when the light levels are low at night, the menus of workstations get obscured by the darkness as well. I'm assuming that this isn't the developer's intended design, since it seems like the player should always be able to fully see menus.

Developer

yes this was something I fixed before. Not sure why it broke. I'll add it to my bug list, thanks! I am glad you are enjoying the game!

(+1)

This is more of a recommendation than a suggestion, but I feel like it would be a welcome one -

Two programs that you might want to use is "Bosca Ceoil" and "Pixel Studio for pixel art" (yes those are the names); Bosca is for music and is a free download (it's kinda limited, but multiple tracks and audacity will prolly help with that) and the link is here: https://terrycavanagh.itch.io/bosca-ceoil and another link for it (non-itch) is here: https://boscaceoil.net/ (the non-itch may work better for now, it seems like it's a bit buggy - but I have the non-itch and it works fine for me)

and Pixel Studio for pixel art is on the apple store and steam - I can't share/find the links, but if you search it up fully it should be the one (it's for pixel art and it's really good and there is multiple ways to export it - it's free to play, but using it free has been fine with me, some tools are locked (but barely ANY) and there is ads on the free app version, but only when you are saving a project, so it's really good in my opinion).

Hopefully you can easily use these two programs for your game, I have to say they are on my "must-haves" for any thing game-making related.

Developer

I've heard of them both. I used Piskel for awhile and am currently using Asprite for pixel art. Although most of the time I just use the crappy pixel editor in Game Maker for small things.

Music is something I really need to dive into. I used to pay an ex-student to make my music but he is really busy now. I am okay at music theory so I think it wouldn't be too hard for me. It is just finding the time. I seem to find less and less everyday :/

(2 edits) (+1)

Maybe you could have a "hard mode" where you play as an Anura, were you take double damage (like the bug that happened in the last version, but made a feature) and make it to where you can only eat meat in the traveling mode (if you delve more into cooking and food mechanics); there would have to be an upside (because of local multiplayer) but I haven't seen concept art for much of that mutant race, so I don't know what would go best with it (maybe more blocking or you don't 'slip' on ice/oil/something slippery if you add it as an enviromental hazard?). Maybe also have it to where you have a different base set-up in single player and have it to where if a raid gets to the flag (or EDIE if you your base is lost

Maybe you can unlock that option if you do a quest for an Anura (and prolly unlock an Anura companion as well because if unlocking the option is the only thing you get, people wouldn't want to do the hypothetical quest on any other playthrough)?

Really I'm saying this cause I saw a GIF on the game page where you could play as a Karkadann (which I'm guessing already has pros and cons like not being able to wear normal helments and being able to hurt enemies more with melee), and I thought it would be cool to be able to play as a Anura which sorta played like the last version, cause last version I had to be much more methodical/stratagize to be behind cover cause bullets killed you fast, but I guess some people enjoyed it, and may want a way to roll it back to that way.

(also another thank you for the blocking mechanics, it's really nice - maybe a bit too nice though cause now there is less damage taken  IMPORTANT EDIT: I finally made the player upgrades, and even though I "totally" reset my game, the player upgrades were still the same - so that is why the enemies were a LOT easier for me this time, this is a bug I assume.)

(2 edits) (+1)

A 2nd floor. That's it. Couldn't ask more from a golden "Alpha". Expect some notes in the near future.

PS I like notes.

Developer(+1)

I've been toying with that idea. I feel like it would take a lot of refactoring things, but I bet I could get it done. It is on my "would really like to add" list for sure.

Thanks, the game is already so great I'm surprised it's still an Alpha. 

Do you have G-mail or such? I'd like to send you a Google document.

Developer

adam@truncale.net

(1 edit)

Perhaps making it to if you are blocking you do half damage? I think it would help make it to where you would want to "juggle" it instead of going in blocking and then running away whenever you run out. It may make the flow of combat better and more in depth (because you wouldn't go right to holding block)

Edit: If you nerf blocking, you could have players only being able to do 1/4 damage, and then after a quest or a player upgrade make it to 1/3 or 1/2 (it could be a quest to encourage exploration along with it)

(+1)

Please optimize frame rate when there is any type of weather. I ran into this problem recording gameplay and any weather reduces from 120 to 40 fps. Just a quick notification.

Developer

I'll look into it. I haven't recorded with the weather yet. You can actually change the weather randomly with the F6 key :)

Cool, thanks!

Developer

What recording software do you use?

OBJ Studio

Is there a discord that is setup to were people could submit art/tiles that could be in the game? I would love to help with this by making some concept art or even tile sets (like double wide/garage doors); I'm even willing to setup the server (I have experience with setup and bots for it).

I want to help bring more stuff to the game, but I don't know the palette of it (like the metal and wood) and I don't think putting the imagefiles in the suggestion thread or make a new one - and sadly I don't have a work email/anonymous email that isn't filled up to the brim with spam. 

Also are you/when are you planning to add more missions/side-missions to the game?

Developer

I have not set up a discord yet. I am waiting to get closer to a Beta. Then I planned on setting that up and creating a Steam page and finally a Kickstarter (or something similar) to get funds to advertise and buy some sound software/hardware. That is a good idea to release the sprite sheets though. It wouldn't be hard to do.

The missions I put on hold until I finish the leveling/xp/unlocking system. I've honestly have it half done, but I keep getting distracted with stuff in my 'real' life :) I have the 'script' written for probably 6 more missions and lots of rough ideas for others. The Anchor Rage missions will end in maybe 3 or 4 more missions and then it will switch to a new city (the Karkadan). This will be a whole lot of new art assets to create (Straw mats, bamboo/stick walls, dirt floors, totem, cloth type pendents etc. Think Native American and Inuit decor. Also they live in less sandy and more dirt/rock so the default sand background will need to be switched too for their area.

(1 edit)

Well I decided to just make a discord server on your behalf before beta because I felt like it (and to procrastinate on other things).

Here's the link: https://discord.gg/6hGcZpZ - I can make you server owner if you feel like using it. (I haven't added any bots however, because I didn't know which ones you'd be fines with and mainly time)

Developer

Cool! I joined it. I'll add it to the main page and make a devlog about it soon. I am almost done with the prefab creator.

(2 edits)

Which account is yours? there is two with the same name (but different numbers) - I don't want to give admin to a completely random person

(I may respond late because of work outside, so I may not get back to you in a few hours)

Developer

lol both were mine, I created the other one on accident. I messaged you with my real one.

Developer (1 edit)

Also I have been thinking for some time to allow people to create the random structures you find in the wilderness and have them put in the base game. I have a tool I use and I just need to make it more user friendly and record some video explaining how to use it. Maybe that would be something I could work on releasing next week. I think I'll just stick it in the base game instead of making a standalone version.

(+1)

you should make running over the enemies with a car do more damage and also damage the car so you need to repair it

Developer

Yeah I am going to overhaul the driving section at some point; making the car stay in whatever location you leave it, make it use gas (while on travel map), hp, etc

(2 edits) (+1)

You should add stairs and floors. Stairs will give you access to floors and when you're in a new floor clear out the things you built on other floors. Instead , Show the things you built on that floor. You may have up to 5 floors or probably more.  I also found that 2 traveling merchants are in the same outhouse and it's inhumane so pls fix it. By the way can you still access the alpha after you finished the final product?

Developer
  • I've been looking at the possibility of floors. 
  • In the future/apocalypse  there is no privacy
  • The alpha will serve as a DEMO of sorts and will always be available here

I got a question, how can make a campmate follow me? im gonna be sad if you remove that feature because it will make traveling much easier on fighting all those enemies.

Developer (1 edit)

You can now find unique people to recruit (one at Steven Farm and one through the main mission) to help you fight. Fighting should be much easier now as well.

(+2)

Multiplayer Would be a great addition. Only focus on local multiplayer because working on online multiplayer could give you a headache.

(+2)

Hey, just suggesting a function for seeds. I think we should be able to feed seeds to chickens. This will shorten the cooldown for the chicken to lay an egg.

Developer(+2)

of course! that should have been obvious to me lol

YESSSS

(1 edit) (+1)

when you avance more in the eddie mission in one point you can plant grass and trees (alive trees)

(+1)

This is a really cool game!
I have a few suggestions though.

1. Uniform Controls
Right now, similar functions require different (sometimes contradictory) inputs.
*  For example, if you want to exit a menu, it can either be Q, B, or Tab depending what menu you have open.. and EDIE's menu doesn't have a key to exit out, so you have to click the exit button. Also, sometimes if you hit Escape, it will close the menu and bring up the "do you want to quit" screen, but sometimes it won't close the menu (depending on what menu it is). I would like it so that I can just hit Escape and/or Q to exit any menu, and when all the menus are closed, then it brings up the "do you want to quit" popup.
*  Another place is adding items to shops and machines. Q takes from the shop, but adds to the machine(if one ingredient). E adds to the shops, and sometimes adds secondary ingredients. You can remove items from shops, but not from machines. It would be nice if E was always add, and Q was always remove, or something similar.
* Some things you can hold down the add/remove button to speed up the process, and sometimes you can't. Shop you can, machines you can't, and junk piles you can't. It would be nice if this was available everywhere.
* Scrolling. 3 different scrolling options by my count. Mouse(Build and Weapon menus), W/S(Player Upgrade), and R/F(Trade booths). It would be nice if this was also more uniform.

2. Custodians also restock machines
Currently, you have to restock all machines by hand (unless I am missing something), and since you have to hit the key to add each item individually instead of holding down the key, it takes a lot of clicks. For Example, if you want to make 1 piece of metal, you need to click a total of 28 times on different machines(16 to add veg to oil, 4 to add oil to stone, 4 to add oil to metal, 4 to add stone to metal). Alternatively I could hack away at a junkpile and get a piece of metal every 8 clicks, all in one spot, with a chance of getting plastic.
All this to say that if the custodian filled up machines, as well as the wood burner.. that would be nice. Or if you could hold down the buttons, that would be good too.

3. Change order of build menu
Right now, the build menu seems kinda random. There are certain sets of tabs/categories which I often use in conjunction, and they are never next to each other. For example, when I am building, If I'm working on production/farming, I often switch between production, ranch, and automation. These are all two clicks apart. Likewise, if I am building actual buildings, I'll need to switch between Building, furniture, and light/deco, which again are each two spaces apart. It would be nice if these tabs were grouped together, right now I've seem to have memorized 2 sets of build menu tabs (Auto->??->Prod->??->Ranch, and Building->??Furniture->??->Light/Deco) switching between the two or looking for something not on those lists feels random. I'm sure with enough time I'll get the hand of it as it is, but until then it's pretty frustrating..
I would organize it something like so: Building->Furniture->Light/Deco->Ranch->Prod->Auto->Resources->Economy->Building

4. Bigger weapon arcs.
Right now it feels like I have to be looking directly as an enemy to deal damage to it. when there are multiple enemies/friends/corpses, and damage numbers flying over them, it's hard to tell if I am hitting anything or not. When I die in a fight, it's often because I am swinging my machete over a corpse, instead of the enemy right next to it.

5. Puppy priority last.
I really like having the dog follow me around ^^ and I like petting him occasionally..
But he'll often get if the way when I am planting, watering, harvesting, filling machines, tending animals, looting, etc etc.
It would be nice if the option to pet him only showed up when there is nothing else in range which I could use the E key on.

6. Can't click the x in windowed mode to close the game.
Not too big of an issue, but it puts me a little bit on edge when a program won't let me close it by hitting the close button..


Sorry for such a wall of text, I didn't intend for it to be so long >.<;
I really do enjoy the game a lot =D
It just needs a little bit more polish I think =]

P.S. Are you programming this from scratch, or are you using an engine? If an engine, which one?

Developer (1 edit)

1. You are right I need to do a overhaul on the inputs. holding down shift will add and remove multiple items to the objects.

2. I haven't decided to make a different job to restock machines or what. Custodians where pretty busy for awhile until I removed the sand that tracked everywhere. I really think a "Production" job is what we need. Anyway there is a plan to add automation to the automation :)

3. That is something I hadn't thought of. What order would you suggest?

4. So the way weapons work is actually based off the sprite it creates. I could look at increasing the hit boxes of those.

5. I agree that pesky dog is something I need to fix. Even just a larger range before he follows would feel better.

6. I took that off for some reason... I think it had to do with it not saving progress if it was on. LOL I'd probably add that back for the full game. I could do borderless but then you can't move the window around :)

Thanks for the Suggestions! UI is my least favorite thing so I also agree on the polish isn't quite there :)

Oh also I am using Game Maker 1.4 for development.

1. Ah okay, I didn't realize that, that will help immensely ^^

2. I see, I was wondering why "cleaning" was listed as the main job of custodian when they only thing which gets dirty is the solar panels.. and I'm not sure I've ever seen the custodian clean that.. A new production job could work too, I just thought of the custodian because all he does in my game is collect poo and refill the wood burner.. It feels like 95% of the time they are just standing waiting to fill the wood burner. Maybe once you get a bigger base he is more busy, but in my game (I just built my first metal machine) he has lots of free time, so I've been leaving that roll empty.

3. If you keep the build menu system as it is, I would go with the order of: Building, Furniture, Light/Deco, Ranch, Production, Automation, Resources, Economy, looping back to Building. This way the main base building ones (Building, Furniture, Lights/Deco, Economy (and maybe Ranch b/c of fences)) are all right next to each other. And all the main farming/automation ones(Ranch, Production, Automation) are also right next to each other.
The one thing I'm unsure about is the placement of Resources.. It's one which I don't really use, so I'm not sure where I would put it.. It's basically decoration right? So maybe it should go near Light/Deco. Or maybe It should trade places with Economy.. that would put all the inside stuff(Resources, Building, Furniture, Lights/Deco) next to other inside stuff, and outside stuff(Ranch, Production, Automation) next to outside stuff with Economy(which has inside and outside stuff) between them.

4. Ah, that makes sense.. is it the weapon sprite? or the the little cloud puff sprite which has the hit box?

5. Yeah, a larger range could do the trick, that way he's further from the player, so he doesn't get in the way, but the player can also approach him to give him pets =] It's not a perfect fix, but it would definitely improve it a lot and probably wouldn't require as much code to change.

6. I was wondering if it was something like that.. does Game Maker not have an "On Application Exit" event? It really should if it doesn't =/

UI seems to be something that I'm kinda good at? So I like thinking about how it can be improved for games that I play =]
From what I've heard, UI in Game Maker is a real pain because you have to basically code it all from scratch.. is that right?

I tried the game a while ago, and have roughly followed its development for the last few months.

Accordingly, I want to give a few comments and tips about the game, especially because I find the concept itself really great.

It will be a little longer

In my last playthrough, I was quite disturbed by the fact that almost every minute there was an attack on the base and I had no real possibilities to make major changes to the infrastructure of my base. 
For this reason, at some point I started to draw a wall around the base, directing the enemies through a corridor when they attacked and letting them run into a wall of saws at the end.

The fact that my companions also run randomly into the blades is not a problem, I can revive them at any time, but this was sometimes the only possibility for me to make the attacks more pleasant, when I actually wanted to expand the base.

The fact that the world map has changed a lot had pleased me, also the new enemies that you could run into have added new tactics. The sand worms in particular were a pleasant challenge.
New mobs and perhaps also things that you can discover in the free world would be a great incentive to move further out into the world. Maybe some unique upgrades that you have to find before you can unlock them in EDIE?
I could imagine that would be cool.

Some kind of battle animal system might also be fun. The dog that you always have with you is a really cool new feature that I missed in the old versions. The fact that the dog can slow down the opponents makes many combat situations much more pleasant and not so hectic. 
What I would perhaps bring in would be a system where you could perhaps raise animals as combat companions. For example, a Wolly that you can choose from your herd and raise from a human companion by means of a new job. Beast of burden, fighting animal, or maybe a way to trade them?`Could fit well with the dystopian scenario.

And, what also caught the eye especially in the attacks was the lack of electrical circuits. So simple circuits. At the moment, certain defense systems don't really make sense to build, since there's no way to centrally activate their function, since they already consume electricity.
I had tried something like this, a remote control for the defense systems, but it could not be built properly. 

The companions currently equip themselves with what fits their job. Maybe it would be possible to allow and forbid certain equipment for the companions. So that the guards get the strongest unlocked weapons and armor, and you can also assign weapons and armor to the others in case of an attack. Otherwise the companions die too quickly when human attackers walk into the base.

Finally, I have a very small comment, which would certainly not mean much trouble.
For the devices that can be filled up to produce other things, for example this composting plant that turns vegetables into oil, it would be pretty cool to have a way to fill them up completely or only partially by pressing a button. Currently, if you have a capacity of 200 vegetables, you have to press a button 200 times so that you can then produce 100 oil. I don't know if there is a button for that yet, but so far I couldn't find it, which is why I bought more of the stuff instead of producing it myself.

Those were my comments, I hope they could help you and maybe inspire you to new possibilities within the game. I think the game is really great, keep it up.

Developer

Hold shift should allow you to add multiples of 10. Still need to add a lot to the manufacturing machines (like a job for someone to refill it).

Great ideas. I'll respond a little later. I have to track that bug down :)

(+1)

Optimized mode. Yes sounds dumb for a game that’s a sandbox and/or story game made of pixels.

I have a problem with my potato device whenever it rains it suddenly lags BAD. Even though the fps counter says like 30-60 fps. I thought of posting this in bugs but maybe an optimized mode was better here

Developer (1 edit) (+1)

okay I spent yesterday and today developing a fps smoother and delta_time system that should solve the issue. It is very much a first pass. I'll post an update today or tomorrow.

(+1)

Much thanks.

(+1)

hello!

i have a small suggestion, i apologize that it isnt gameplay related, but that is because i cannot play the game! the font is very hard for me to read as someone with reading disorders, and i was not able to understand what to do. are different font options a possibility in the future? thank you :-)

Developer(+1)

I will definitely look into it. Right now the font is built in-game per pixel. I do have larger fonts I could use, but it would take some rethinking of UI and such. You are not the only one that has difficulty reading the font so it is on my radar :)

(1 edit) (+1)

I had a dream about a game that looked exactly like this, so this is where my suggestion is coming from.
It'd be cool to have a mobile base and have a sort of rope system where you could tether llamas to your base and have it act like a sleigh. or a mobile battle fort.

anyways, that was what it was like in my dream and it was pretty cool. But then again everything is cooler in a dream.

Developer

That sounds like a pretty cool game actually! Maybe I can add something like that is this one or maybe the sequel :)

(+1)

I have a small complaint. When I got a quest that was marked on my map, like the locket quest, it wouldn't show on the map if I haven't discovered the area yet. So maybe make it it would still show it just in the black square.

Developer

Yes that is possible to add. I'll look into it. My intention was to encourage people to explore and not hand hold too much. I might at least add a vague direction in the quest text.

(+1)

Regarding lore, I have a cool idea.
What if the AI turns on the player once they build enough robots?
They could take over their base, & the player has to resettle with the colonists.

The robots could be a faction in the world which the player can wage war with,
pay tribute and if relations are high enough, even trade or ally?

(+1)

I assume this is already planned, but it would be great if you could rotate objects four ways, not just mirror them.
Also, rotating work-benches does not work. When built they always face the same direction, no matter the rotation set before building them.

Developer(+1)

Yeah, that is on my list to fix. :)

Good!

(4 edits) (+1)

I have some ideas...

1:  Traveling Trader: They appear randomly when exploring so the player can buy water when there's none or weapons when their weapon is broken or food if they ran out of food for them to heal.  But to not make it to easy to survive make their chance to spawn rarer.

2: Riders: This will be end game enemies they have motorcycle and gun that attack you. Being in the end game the player must have a really good items and unstoppable with riders it gives them a challenge. And the motorcycle explodes on death so then the player is to close they get large damage. But if their lucky the motorcycle might not explode and be able to ride it.

3: More weapons and armor: I have a couple of ideas like Metal Bat switch does ok damage but large knockback with can go for a good play style and it charges with you hold it, or sword... Because its cool or daggers they are like sword but does half of the damage but swing faster again can go for a good play style. And for armor I have a idea for one, armor of passive healing for this set up the boots makes a shield (Little unrealistic but the same for the fire boots or mods) and the armor is a just a backpack have more inventory and for the helmet it will be a water holder hats and heals .50 hp

4: Range  stats change: Range weapons are... Kinda useless because with dash and a good weapon any enemy far you can just strike with ease. So what about actually it being useful when your holding the range weapon you can see much farther now so you can use  the range weapon to scout and to snipe actually helping.

5: Coffee: Ok I like coffee but this will be a get away to get this I think it would be a good addition to a new place called David's Caffe where you can buy coffee and other foods. Coffee will be a run away item than healing the player it passively heals your stamina and makes you a little faster. This will be good to late game or early game players. Who has broken their weapon and ran out of food and there's like 5 skelly or the other guys chasing them  as a last minute resort they use the coffee.

6: Horse: Much faster than llama and more buffed. This will be a late game mouth because if it was early game then the llama is useless. This will need 2000 exp the same as the wagon  but this will be cheaper than the wagon. This will need 1000 veggies and 5k Or to make the wagon need a horse if you do want this then here's a idea. If you have one horse with the wagon will be slower than the cab but with two horse its the same speed but with the wagon you can store items inside it.

and thats it for now... I love the game and I hope its a masterpiece in the final version.

Developer

1. for sure will be in the game

2. I really do think having enemies on mounts/cars would be fun.

3. Yeah lots more will be coming. I like these ideas!

4. I could see a 'scope' type thing for the sniper for sure.

5. lol I really like this suggestion. I'll bee adding this to my 'todo' list.

6. I actually have more vehicles planned as well. The inventory is a good idea and something I should have thought of :)

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