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> Having suit oxygen and having a hunger of "normal" or "full" will slowly replenish your health.

This is either not quite working, or the health +ve/-ve indicator isn't. I currently have a status of "Healthy +" combined with "Very Hungry"

It may be that the + doesn't vanish after you reach full HP.


>Placeholder: health status text now shows a "-" or "+" next to it to indicate if your health is improving or declining.

I'll be interested to see where you go with this. "Wounded +" tends to imply "more than wounded", when it is actually meaning healing.


> Fixed a habitat oxygen consumption / player suit refill inconsistency.

This is definitely much improved, although there is an edge case (perhaps rounding error when the O2 available is less than one point) where the oxygen levels can get stuck.

In one case, you can sit in your base overnight and not use up any oxygen even though the base shows zero and the power is off.

In another case, after powering up in the morning and refilling the suit, the base locked at 0/50 oxygen and would not climb above that until I opened and closed the airlock.


PS: I noticed the extra decimal point of precision on the power systems. Smells like future features ;)

> It may be that the + doesn't vanish after you reach full HP.

I think that's probably the case - since "health" is for health values between 90-100%... which does make it a tad confusing as far as what's shown in the HUD.

>"Wounded +" tends to imply "more than wounded", when it is actually meaning healing.

Super valid interpretation that I hadn't considered. Adding in like up/down arrows next to them instead may help make it clearer. Another alternative is that I just switch the status (health + hunger labels) over to just being progress bars or numbers instead. Or some combination of text label and meter. ::shrug::

Gonna check out your other comment with the oxygen refill issue...

> extra decimal point of precision

Heh, eventually! but that change was to help address a issue where the power level label would flicker between two numbers (like 16 and 17) every frame, where a float decimal was getting rounded. I was also messing around with having the smelters not consume their full amount of power when not actively smelting something. (but held off on that update until I can test it out a bit more).

>I was also messing around with having the smelters not consume their full amount of power when not actively smelting something. (but held off on that update until I can test it out a bit more).

IMO, this sort of thing will have a big benefit, and will allow you to make the active state an even larger drain.

At the moment, you've only got two choices to help your power situation when you're in immediate trouble; cleaning solar panels, or destroying base modules. Adding the option to idle or shut down things will expand that significantly.


I'd prefer that running the entire system directly off the panels should be impractical, but a bit of management and rationing of your energy supplies and pre-planning your power system would go a long way.

The oxygen generators should also go into a low power mode when the base is full of oxygen. 1/10th production and power use perhaps? Some hysteresis should be included to prevent rapid toggles. Or perhaps just a fuzzy logic to smooth things out: 90% oxygen levels = full power mode, 95% = run at half output, 99% = idle.


For the smelter (and also most other things), I'd suggest an off/on toggle. When off, it would consume zero, but cool down and need a minute or so of full power use to become ready to smelt again when you switch it back on. Once warmed up, it would then go into the low power idle state. And when you put stuff in to be smelted, it goes to full power again while operating.


On/off for the airlock would be for the automatic part of it; manual/auto mode essentially.