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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: 4,474 Replies: 195
Viewing posts 61 to 73 of 73 · Previous page · First page

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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