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(+1)

Been also thinking about the key to entering a vehicle - even like... being able to just click on it to enter would be nice. Gotta try and figure that out.

More vehicles - with a variety of purposes, would def be cool. Actually also been thinking about giving vehicles health / power stats so that they need to be fixed and/or charged every so often at the garage. Give the garage a little more purpose other than just being a different sort of crafting table.

Drones would be neat, I've been mostly thinking about them once there's more resource types - potentially ones that require going into hazardous areas.

The whole base-disaster system probably needs to be rethought. Right now every module tracks it's own airleak (or dirty solar panel), so there's the chance that every module could spring a leak at the exact same time. Or within a really short timeframe.

Might be better if I track base disasters on an entire contiguous base group level. (if that makes any sort of sense haha). That is: every 5-10 minutes, there's a chance ONE tile in your base will have something bad happen to it. That way you're not getting pummeled with constant leaks.

Cheers!

(1 edit)

Linking problems to external factors is best, IMO.

Random failure is a result of shoddy engineering, but meteorites popping your bubble every now and then is a natural hazard.

Similarly, solar panels could stay clean by default, but get dirty faster than now when the dust storms are blowing.

Falling rocks should be visible when missing your modules too, and perhaps you can dig them up for a little ore after the fact, so they're not merely problems, but opportunities :D

Edit:

Oh, and dust storms could blow seeds in from off-map to spawn new native plants. (with much slower growth than your greenhouses?)