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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: 4,231 Replies: 195
Viewing posts 41 to 60 of 73 · Next page · Previous page · First page · Last 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
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