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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: 4,510 Replies: 195
Viewing posts 1 to 24 of 73 · Next page · Last page
Developer(+2)

Post all your suggestions here. Sand is constantly evolving and I love hearing feedback and suggestions on how to make the game better.

(+1)

I have a lot of ideas to write but I'll try to make it straight forward, just keep in mind that most of these ideas are wacky, they just to give some inspiration.

These are some smaller features  that I think could add to the game:

  • The game need to save even if you exit when you are in a secondary camp. 
  • Shovel - a new tool that would give you the ability to dig the ground. 
    • If you dig in brown surface you get some dirt, which be very useful cause dirt isn't common in a desert (and of course you can't dig forever, one block of ground can be mined once, or something like this).
    • If you dig a yellow surface you get sand! which is a new material (it will be sold in the market at 0 price).
    • You can't dig the gray surface (cause it's stone da).
  • Mirror will now be built using 10 wood and 10 sand.
  • Glass window is a new decoration which can be placed only on walls (built with 6 sand and 2 wood).
  • Torch lamp is a new decoration. Its like a torch just prettier.  Made out of 4 sand and 2 wood).
  • Make the ability to lock a campmate's AI or any other way of putting different AIs on different campmates.
  • It's quite  hard to see what loot you get from chests and skellys, you can make the item you get have a fading '+1' next to it or make his square go yellow for a short while only to indicate that you got some more of it.
  • Clay builds! I would love to see a new building variant and clay (water and dirt) would fit good I think. Especially of you add the shovel.
  • Sandstone builds! Same as clay I hope to see more walls, doors and fences variants. Sandstone is sand and water.
  • Water is really too common in this wasteland. make wells work only on certain spots in the grid so you won't be able to just place a well everywhere and get infinite water. When you in building mode and you hold one of the wells, the spots with water will have a bluish overlay on them to mark that wells will work in these squares.
  • when you make future quests with bigger places, It could help if  you make these  places multi-grid locations. meaning when you walk the the edge of one grid you go to the other one immediately without the map in between.
  • solar panels are too easy to make and just dominate every other generators and there is no need to make interesting combinations like lumber jack robot with wood burners. So make solar panels cost 15/20 electronics instead of 10.

Now comes the part when I write less realistic ideas but I like them very much so who cares:

  • Mines! you can come across one randomly while exploring or you can make one a permanent location. 
    • Think like a bunch of sandstone walls together making a small hill. In the front there will be an entrance and when you go in, you go to a  different grid which will be all dark.  The floor is stone and from  all sides stone walls  and the room is in a shape of a cave or a tunnel with some branches. 
    • A bunch of stone and metals scattered around you can collect and new enemies could be there like miner moles and more.
  • Oil deposits! they 're like the water spots I explained above, but you will have these spots only in your secondary bases  to encourage players to make more then one base. 
  • And of course you need a really expensive machine to extract the oil. The oil extractor! It costs 300 metals, 150 mechanicals, 50 electronics and 30 plastic. running it costs 15 power.
  • Raids! 
    • based on your camp level. every 800 base points the raid level is raised by 1. Raid is a random event that could occur  in a camp with 1000+ base value.
    •  10 seconds before the raid begins the player will get a message saying something like "A bunch of idiots with bats are coming to take your valuables...".
    •  The raid itself will be a minute of fighting constantly spawning punk looking raiders with bats. After a minute the raiders which left will run away and a message saying something like "run off you cowards!" will appear above the player.
    • Of course with higher levels of raids the better the raiders are. in level 1 it's just bats and torches. In level 2 they'll have also some llamas and bows. In level 3 they'll have also some pistols and In level 4 they'll have almost only machetes, pistols, and shotguns.
  • You can make a quest when you have to choose if to help some nice rancher or to go dealing with the raiders. If you make friends with the raiders, raids will stop occurring and the raider's leader could give you quests but you won't be able to go to the rancher's place without getting attacked. If you make friends with the rancher, raids will still happens and you won't be able to go to the raiders hide but the rancher will let you buy and sell at his litter market and give you some new quests.
  • This game really need a way to move items automatically, I keep having to refill the wood burners and the marketing stands. 
    • One option is to make a transport robot, you choose an item and a placed object (currently only wood burners and marketing stands) and the robot will automatically go to the nearest crate/barrel and bring some items from it to the object. 
    • The second way is to add pipes to the game! which will transfer items from a crate/barrel to a placeable object. (pipe is 2 metal and 2 sand).
    • If you add this you would probably want to add a supply switch that will turn on/off machine depending on how much of a certain item you have in store.

I read this again and wow almost every suggestion is inspired by Fallout or Factorio. I guess your game have  some similar aspects with both games. Have a nice day reading this too long of a post :)

Developer(+1)
  • It's quite  hard to see what loot you get from chests and skellys, you can make the item you get have a fading '+1' next to it or make his square go yellow for a short while only to indicate that you got some more of it.
    • GREAT IDEA!
  • The game need to save even if you exit when you are in a secondary camp.
    • Yeah kind of odd I thought it did.
  • Clay builds! I would love to see a new building variant and clay (water and dirt) would fit good I think. Especially of you add the shovel.
    • There are lots more building types planned. Mud was one I thought of. Building types are going to be linked to different races of people. If you complete their quests you get their building tech/recipes.
  • solar panels are too easy to make and just dominate every other generators and there is no need to make interesting combinations like lumber jack robot with wood burners. So make solar panels cost 15/20 electronics instead of 10.
    • Yeah solar panels are really meant to be locked out until you unlock them through game progression. I'll look into making them more expensive. I also plan on making a mechanic where you have to clean them or they stop producing as much electricity.
  • Mines! you can come across one randomly while exploring or you can make one a permanent location. 
    • I planned on underground locations! In fact one of the quest lines I am working on one of the missions is in a mine.
  • Raids! 
    • oh these are for sure in the works. Just trying to figure out the best way to do them.
  • Oil Extractor.
    • I have the art already for this. I was going to have it where you deposit a lot of veggies and it slowly produces oil.
  • transport robot
    • also planned. I need to make a fairly complex system for this (which is why I've avoided it :) )

Most of your comments I've already thought about and planned. I like the idea about zones or deposits giving water/dirt/oil. Though I'd probably make a more game-like system. Think of a diving rod that vibrates when you get closer to a water source. You could place down an extractor and turn it on but monsters would spawn and you'd have to defend it.

Anyway great suggestions, that first one should have been something I thought of!

(+1)

here are my idea
1. more types of tree"

2. planes

3. when you milk cows you get milk not water

4. dogs

Developer(+1)

3. when you milk cows you get milk not water
You do get milk when you milk cows. Milk is both meat (protein) and water.

1. more types of tree
Your right the dead forest is kind of boring :) Maybe an rubber tree?

4. dogs
I already have the models for them I just haven't done the animation yet. Dogs will be in the game!

(+1)

I know we already have llamas as a mountable animal, but what about some giant desert spider or like a centipede that could maybe attack on your behalf when not mounted?


Wild animal taming? As it is you can just mount any llama you find in the world, but what if there was some work tied to it?


Possible animal variants? Like a fat llama is slower but could maybe block some damage while riding, a thin llama being faster but could also die easier.


Weather types. Being out in the sun in a heat wave is deadly, so is a sand storm. Maybe a really nasty rare flood that messes everything up.


Group upkeep while traveling. Party members, animals, weapons, most of it is there already, but adding some depth like needing to carry extra rations for party members and animals.

 

Animal outfits/gear, like a saddle bag for your llama that lets you do... something. As it is you can pick up infinite supplies

while in the field.


I saw someone else mentioned a shovel, but what if it could give a random bit of loot as well when you dig? As if  you find something buried in the sand.


Maybe a bit more granularity in the crafting? Especially for top tier stuff. Making parts for other things basically, that you then combine to build the main object.


Environmental hazard areas? Quicksand, radiation, giant mutant (sarlacc from star wars) nest?


Movement speed over different types of terrain, kinda like Rimworld. Maybe have gear you can craft to move faster over the endless sea of sand. Or just mount certain animals...


Maaaybe a combat oriented version of the whip? Chance of bleeding and/or stun damage on hit, faster than a spear with maybe 1 more tile of range, a weak but very fast weapon.


Weapon mods in general. Not Borderlands crazy, but ammo types, shotgun choke, muzzle brakes, maybe different scopes.


A long range rifle, like with a scope, that can give a further look distance maybe? And maybe binoculars or something, also giving bonus vision range on the map while traveling.


Player needing to eat and sleep regularly?


Drugs, maybe some unknown food items you can find in the world, that could lead to some really surreal desert trips. Certain mushrooms or cactus could give you these items? Maybe integrate a hallucinogenic trip into puzzle sections? Rare and expensive.


Unifying all of the build/electric/shop menus. Q and E doing similar things in all situations, like in the shops Q would -1 to inquired items, while E raises the number.


More building materials. Sandstone, clay, mud, maybe animal sourced materials?


I got like a billion more suggestions, but I'll hold off for now.

Developer

Very nice suggestions! I've thought about a lot of these already. For sure the combat and weapons/gear need to be focused on a lot. I am really still in the base building part right now. Animal taming is cool and I was for sure thinking of racing them and them having different stats. So many good ideas here.

I thought about the different weapons sort of like how Fallout does it. You can craft different type of barrels, mags, sights, stocks and receivers to make different guns. So you'd have a bench dedicated to building the parts and then bring the parts to another bench to create the gun. Creating those parts make the gun behave differently. 

(2 edits) (+1)

here are my ideas and I know I already said some things yesterday but here you go

  1. ability to sleep with lamas
  2. pools with water
  3. buckets so you could get 2X of milk 1 time use only
  4. dust storms that break your building, farm and other
  5. trains and other things that are related to them
  6. thirst
  7. hunger
  8. mine turtle
  9. books that you read to learn new recipes 
  10. pie"s
  11. wines on old buildings
  12. moldy rocks
  13. atomic bomb
  14. calculator to calculate your stocks
  15. ability to invest to businesses
  16. chairs with wheels
  17. sittable chairs
  18.  custom paintings
  19. fountains
  20. planes
  21. paper planes as a decoration
  22. statues
  23. tigers
  24. metal and rock beds
  25. radios that play music if you go near them
  26. crossbow
  27. camera that can take screenshots of the game
  28.   parrots
  29. TV"s 
  30. custom flags
  31. custom avatar not only clothes but also hair and other 
  32. wires how do these wires appear how???
  33. stop sign"s
  34. meerkats
  35. kangaroo rats
  36. happiness meter
  37. ability to see your sweat when sitting on Llama
  38. glasses
  39. mirrors
  40. big boxes that store a lot of stuff
  41. diseases
  42. potions
  43. magic
  44. titanium
  45. ink
  46. fish
  47. 1 pixel sized rocks
  48. rainbow llamas
  49. zinc
  50. land mines
  51. house trees I planted my tree inside but it is still dead I do not understand how metal floor is bad for trees what I wanted to say is that if you plant tree inside it is alive and with leaves
  52. pollution
Developer(+2)

Really good ideas here. 

I like the bucket and camera as tools. Also not all recipes will be unlocked at the start. you'll get more by completing missions or finding them places.

So thirst and hunger. I've been giving that a lot of thought. I am trying to think of a good way to do it. I like the idea that hunger and thirst is something that if you are well fed or hydrated you get bonuses and if not you get some sort of debuff.. Well fed maybe will give you some health regen and being famished will get lower your health to %50 slowly. Thirst will be affect your stamina. I still haven't decide on what to do about it. I don't want it to be you die, I feel like it doesn't really fit this game as it is not a hard core survival game.

Magic will be more in line of technology.

please, no magic.

Developer

No it will be science based.

(+1)

Please make it more obvious that cows are taking damage. I figured they weren't and assumed they were invincible. I saw a youtube let's play come to the same conclusion. You can hit one w a spear like ten times and there's no sign that it's doing anything.

Developer

Yeah they should be flashing like the others do. I'll check on it.

Developer

Done.

(+2)

just wanted to post some of my suggestions. I think a zoom in feature would be nice. I enjoy all the small details like when you go up to the wardrobe or mirror and it zooms in. Id like to play like that from time to time just for the details. maybe more character customization, accessories like backpack even if just for looks. most my suggestions are more aesthetic but makes me feel more connected to my char. I guess.

Developer(+2)

Your right. I actually have a backpack for the character. I should have it place the backpack on when you are out of your base.

(+1)

that would be awesome haha I just think it would look cool just like the zoom feature haha I know It a pixel game but even so the close up details are awesome to me. The work you've done is amazing though and this is by far one of my favorite indie games of all time.

Developer

I have zooming (as you know by using mirrors) maybe if I had a magnifying glass object? That might be kind of neat. Also plan on having a camera to take screenshots. Or I could add a zoom feature to the camera? Or just a zoom like 'normal' games :)

well when i say zooom i mean like maybe scroll mouse wheel or press z to cycle through zoom levels,  would be cool to explore and see things close up, item would be cool as well if thatd be easier to make the zoom function because like you said you do have one, would be cool if it could be implemented throughout the game because well i just like the small details i guess haha.

(6 edits) (+2)
  • Ability to butcher any animal.
  • Ability to pick up eggs and have them convert into some food resource.
  • Stone path tiles of both kinds merging together relatively seamlessly to allow one to create actual paths and squares.
  • Customizing one's followers somewhat (clothes, hair, name?), I suspect some people would like to make villages of their friends.
    • During customization through mirror/dresser, ability to choose style/color out of some menu rather than having to cycle randomly.
      • Possibly clothes/armor being an actual thing. There could be then a couple of stylistic choices for each set of clothes for unarmored, leather armored and iron armored villagers, rather than, for example, current, seemingly purely decorational helmets.
  •  NPCs. It'd be nice to make NPCs actually matter more. Right now they're very easy to get, free to maintain, hard to lose, easy to replace and of questionable utility as anything but cannon fodder most of the time. If one would have to hire/go out of their way to recruit people rather than have them show up ready and loyal en masse whenever there's beds, it'd be also easier to care about them.
    • Could be expanded to having certain unique followers as per some quest/story reward.
    • Rather than being forced to use robots which seems a bit far off (and if available, should be an endgame thing), an ability to delegate villagers to particular tasks/areas where they farm, tend to livestock, sweep the floor etc and turn into idle/guards only if enemy is spotted, are done with their chores, the bell is rung or being a guard in some particular area is their designated job.
      • In case of bell ringing, their status as a guard should reset once alarm ends after a bit with no hostiles in the area, so only designated guards stay as such.
    • In regards to that, ability to assign particular weapon cabinet (with each cabinet being per one villager) to an NPC rather than having them grab stuff randomly. Possibly similar for setting up armor if it'd be available?
    • Perhaps various villagers having slightly different stats, with not everyone doing as well/being able to perform every task or being as good in combat.
      • A toggle for what things villager should do in their designated area, with most being greyed out for most villagers and whether they should engage hostiles or run away to the nearest guard/player/edge of the map if attacked and pursued
    • To balance their new usefulness, making them use up several units of veggies and water per day, possibly meat and water if vegetables are unavailable in sufficient numbers. Maybe even proportions of meat and vegetables being character-dependant.
    • NPCs could also actually path to their beds from time to time and sleep for just a couple of hours (with hours depending on whether they're a daylight person or a night owl), being unavailable and out of commision unless attacked/injured or summoned by the bell (and going immediately back to sleep after the threat/alarm ends).
      • This would require teaching friendly NPC to open doors of player-owned structures to go through (and close doors behind them). Enemies probably should be able to do the same with their own structures rather than just crowd the door waiting for the player to let them out.
        • Making doors/gates be unopenable to NPC of hostile faction (and possibly locking some hostile camp doors/gates against player and their party), but in such case allowing an use of force to bash through.
          • Whether the door can be damaged and how much damage it could take could depend on the weapon and the type of door. Stone/metal doors would matter for things beside aesthetics.
  • A bit more consequence of failure.
    • Reviving followers should probably require some item, maybe use up first aid kit.
    • Death of the player character has currently no consequences beside pushing the player to the moment before embarking. A risk of losing some tool, a vehicle/llama if there's no follower to gather those and bring them back home (or maybe even losing some follower as well, at least temporarily/with a quest to retrieve them later) or a slight, temporary debuff would be nice.
    • Ways to lose the game. Possibly enemies both destroying E.D.I.E. and killing the player character during a single raid would force a bad end?
  • An upgrade/skill that allows to attack off one's horse (llama) back.
  • Some reddish, bright tint when one's sufered severe health damage, maybe some sound effect or music change when one's on the verge of dying as well. It's sometimes easy to not notice one's health about to run out when in the middle of a fight and aiming at enemies, since it's just small trianglish indicator.
  • Don't know how ambitious you'd like those to be, but in the future having quests with various results and lasting consequences (you kill more skellies in the farm's area so now tehre's less of them in general, at least for a time), possibly even leading to slightly different fluff and responses from NPC and E.D.I.E about what kind of civilisation you create and how may it fare in the future would be kinda nice.
    • Would IMHO tie well with the above optional NPC-joining-your group reward one of possible reward choices, a bonus on swift completion of the quest  or consequence of decisions during said quest.
      • For example, killing a bunch of cannibals in a matter of a couple of days since taking a quest gives one a random chance to save some prisoner or two of them (or turn them in to the quest giver for additional resource reward) since they didn't get to go into a pot. Again, just an example, as I have no idea how serious and post-apocalyptic you actually want to make the game and what themes you want to touch.
  • Slightly more rocks and slightly less oil. Often I find plenty of barrels strewn around the wastes, but almost no rocks.
    • Some way of breaking damaged non-player-owned rock floors and other such constructions, maybe set fire to wooden ones.
      • Turning local neutral/friendly NPC hostile, deleting their quests etc if such is done to their locations/buildings.
        • Ability to pay hefty sum in scrap and raw materials for damage to return said NPCs to neutrality and have their location regenerate (assuming player have not murdered them first).
  • Main menu options. Ability to set resolution, set the game fullscreen/windowed, change music/sound volume independently (the music is nice but after several hours of repeated tracks playing it.. tires), toggle what's currently in options/ini. Maybe save slots?

Pretty much those on top of Trello's To-do would be enough for me to consider it a complete game. Tried to avoid doubling the suggestions with those of other users/roadmap but may have missed some, in which case I apologize.

I also understand some of these suggestions are much more ambitious and harder to implement than the others, but, well - something to aspire to, to make the game as good as possible, I hope? Especially since in case of some, those ideas roll into one thing as I try to look a few steps ahead and offer suggestions of how to solve certain issues an implementation of them could cause.

Developer

Everything about the villagers is planned. I should probably just start doing them :) The 'jobs' they can do will depend on the 'tool' or 'weapon' they have equipped.  So a broom they sweep, a axe they are lumberjack, a scythe they are farmers, a weapon they are guards, a bucket (not made yet) they milk cows, shears (not made yet) they tend to woolys, a basket (not made yet) they collect eggs. I haven't decided if I should have a central object that manages them all or have it where you have to go up to each one and assign them a job manually.

Rocks are a problem for sure. My idea was to make a powered mining drill OR have a large piece of asteroid that is embedded in the ground of your base and is only harvestable with a pick-axe. It is very hard to get a stone out of though a requires many wacks. This would allow a mining job (with the pickaxe) that villagers can do. Maybe unlimited stone just very low production OR a large amount of stone they depletes and unlocks a quest to get the stone drill blueprint.

The mirror and dresser needs an update for sure and have everything customizable.

Eggs I agree with should be able to be converted to meat.

Now that I added Health Packs I agree reviving followers should require this.

Dying does lose all your found resources (unless there is a bug), but maybe you should lose all your gear too? I'll think about this.

Yes my menu is a mess lol it will get better closer to actual release :)

(+1)

To be honest, I don't think the resource accessibility is so bad as to make one require permanent resource source or some resource-generating tech. Personally, merely slightly bumped number of boulders around the wastes and possibly a way to break some ruins down for materials would be enough. On the other hand, as mentioned, oil barrels are a bit too common and I wouldn't mind it if those would be much more rare and mostly to be found in some ruins.

Regarding dying, no, it works as designed, I just indeed think that merely losing what you have found since embarking is kinda too little. Losing all tools may hurt but it will hurt only early game while not mattering much late-game. Thus idea of having stuff like currently used vehicle (including llamas) risking a chance to be lost, companions temporarily disappearing to return later, die permanently or require rescue, maybe some slight debuff. Of couse, in the end, you call the shots.

Developer

Just FYI. Guys sleeping and opening doors is done. Also enemies now break down doors. Also when the player sleeps it looks like he really sleeps :) I guess I need to add raids now.

(+1)

Awesome. Though I am also now a bit worried about my settlements. Hopefully there'll be some minimum wealth before enemies even consider showing up at all. In the meantime, I'll keep fiddling with the bug list I prepare for you in the other thread (sorry for the wall of text).

Developer

Yes most likely things will be scaled by wealth... for now Muh Ha Ha

Developer

Oh forgot to mention I have resource scaling for exploration in the game. Everything was set to the same amount for some reason. I fixed that. You should see less oil and more 'common' material.

I'm a little surprised that there are so few posts here, not because you're not doing your job or anything because you're doing an absolutely excellent job at creating updates for the game especially considering your job as a teacher and your time is incredibly limited, but because SO many people have played this game!


Mostly everyone else touched on late game aspects that could be added, and a person or two mentioned armor, but that's definitely something that I would like to expand on. I'm not sure if you already have a huge line up of ideas for armor and what not, but I noticed that the item "leather" does not get used that often, so leather armor is an awesome idea. I was also thinking it would be neat if little lizards spawned in the desert while exploring or just around your base and you could kill and butcher them for a scale or two, a new item. I figured it could be used to make scale armor. Maybe turtles and have turtle shell helmets or something. However, it seems like a bit of a waste to add a whole new animal only for it to have pretty much one purpose, huh? I was just trying to think of ideas for some basic armor for early game players, for defense against raiders and strangers on the outside. It only makes sense that if you're about to implement Raids into the game, a sort of defense system for players and recruits seems applicable. As for late game, maybe bullet proof vests made of metal and leather, each with their own advantages and disadvantages. Maybe heavier armor makes the player run slower. To make sure players don't get certain elements of the game until later, maybe through XP or something, they can level up their armor/weapon/knowledge level and have access to better gear and items to craft. I'm not sure. I'm just giving little tidbits and it's up to you where it goes! You're the creative one, that's why you're the coder and makin' the big bucks. Haha.


The strangers surrounding the Anchor Rage area ARE faster, as you mentioned in one of the updates. Now, I noticed that in... exercise, was it? I can't remember the name. The exercise work bench? You can upgrade your stamina, now, does this up your speed as well? I've upgraded it a few times, don't know if I really notice a difference. It doesn't say it will make you faster, but that might be a neat upgrade, just to keep up with the enemies as they keep progressing and the game gets harder. However, I guess we do have llamas. So it's not that important of an update, I suppose.


I was doing the quests in Anchor Rage and the dye lady wanted some pods, the thing is (and this might just be my total lack of knowledge about that) I had NO idea the little cactus thingies were called "Pods" I was trying to figure out what in the world a "Pod" was and I didn't figure it out until I saw "Pod Stack" and placed it, and saw it had the little symbol of the cactus thing. I'm sure every single time I've harvested a cactus it's probably said +1 Pod, but I guess I never noticed before. I don't even actually have a fix for this, this was just my obliviousness. Lol. Also, do none of the robots harvest cacti? Mine harvest everything else EXCEPT cacti. That could be something you could add. :)


I'm not super creative or anything, just wanted to expand on some things that other players have already mentioned a little more. I also wanted to tell you that I love your humor. I hope you're not too overwhelmed by all this text, I'm sure you're thinking "Holy cow woman learn to paraphrase so I can get back to coding". Anyways, happy creating! 

(4 edits) (+1)

1: You could have logic switches, like and, or, and xor, 

which you attach two switches to, and it gives an output based on the switches.

2: Switch relays

3: Lag compensation

4: Some way to build from llama-back

Developer

1 2. Yes i,ve thought about this. I need to add more things to control before to .ake it worth while. It will be there in the future.

3. Like game lag? Try the FAST version you might have better luck. I havent done an optimization pass yet but I might need to.

4. Lol people always ask that. I guess there is no real reason you shouldnt be able to. It is one less condition I have to check in my if statement :)

Deleted 2 years ago

I have a question. How to restart the whole game? 

(2 edits)

Manually delete and re-install it 

also, this is the "Suggestions" topic.  Here you should frame this as a suggestion for a "NUKE" button that deletes all data similary to the "delete mission data/delete mission map" buttons with a question on the side.

But a "NUKE" button would be a great idea.

And before you say something about these being the only topics and no other topics for which you to ask your question, just make your own topic.

Developer

go to local appdata and deleted the Sand_alpha folder there. I'll add a button to restart the game soon.

(1 edit) (+1)

A large battery, I don't know if you're already implenting this (Since of couse its called  small battery) but it would be a good feature.

Also, a way to make non-grid based placeable items grid based to better line it up wo its not all messy.

I would also like a zoom out feature, only for your base, so you can show your whole base in the pictures of your base thread.

Developer

Yes larger batteries will be in. I should probably just do it now :)

Like maybe hold shift and it will snap to the grid? I like that idea

I am looking at some sort of camera object or something that will function sort of like that.

(+2)

Add an option that lets you change SFX and music volume. Also make it so that it stays like that, even after closing the game (so basically I'm saying that it shouldn't reset if you start the game again)

And maybe create a custom cursor for the game?

Developer(+1)

Both for sure will be in the game.

(+1)

hey just wanted to make a quick suggestion. Do you think it would be possible to add a fitness upgrade that increases your characters speed?

I would like this as well.

Developer

not a bad idea

hey so big suggestion. To make it so that you don't have to keep replacing people, I would suggest making it so that unless enemies come within a certain radius of E.D.I.E. or the white flag in a base away from the main base, the NPCs that aren't guards should not attack/go after enemies because they keep getting killed because they can't handle the fight. It would help a lot. Also they stop working during that time which cuts or even stops production. Please this would be great. I understand though if you have a reason why. I just personally think this would be great

Developer

That is probably the way is should be (or will be). I think my reasoning was that early level players might need help defending from the early raids.

I mean it makes sense it's just that they have a bat so they rush in and die. And I have like 45 upgrades in health and they just get wrecked. Quick question. Would you be able to add some bars to show how much health the character has within the game like the bottom right and then make the bar for all the weapons and stuff smaller because that bar takes up alot of space on the screen.

I like the health bar above the head and how your character starts to sweat when he gets low on stamina but it doesn't indicate very well how much health you have and how much stamina you have. As well as it doesn't really tell me how much damage the enemies have. It also makes it so that I have no idea how the upgrades affect my campmates. Just wondering what your thoughts are on this

Developer

Damage numbers should be a thing. I've added a stamina and hp counters to the UI already.

Wouldn't damage numbers not matter if you don't know the health of yourself or your enemies in a numeric format? So that's what I was talking about when I meant adding a way to see stamina and health using numbers like a bar on the bottom of the screen to show how much health you have as a number. Just a thought. Or maybe a menu that you can open that shows stats and your armor when you implement that.

Another suggestion I have is to get rid of the boundaries around the area. Ya know they big gray lines. And instead just make it so that when you reach a certain like few feet from the edge of the whole area you can just press E or F to leave the area. Would definitely help with the enemies so that they don't die in that gray area.

(+3)

ok, I've already blasted the thread with ideas but I just can't get the rest out of my head so:

Better devmode! Devmode is wonderful, It's like creative mode in minecraft. It lets you experiment with the features of the game freely. That's why I think you should keep it in the game, support it and make it better.

When you destroy stuff in devmode you shouldn't get the materials back.

Make us able to create new places with custom sizes in devmode.

Make support for making custom quests and NPCs using devmode.

The game desperately needs zooming out. I think of a new building. The watchtower! When you get into it you can shoot and see farther (you zoom out). you can build it from different materials.

Add height to the game. You already added something like that, the ball can bounce in the air but I want real height system:
- First of all, the ball actually bounce, that means that it can fly over fences and stuff...
- When you ride llamas  you can jump (space bar) over fences and swing enemies
- Ramps -big enough for cars ;)
- Second floors maybe?

More rotations :
- Shelves also able to be placed on side walls
- Chair front and back
- Table to side

Enemies don't go to the gray area (the boundaries of the plot).

Raids happen less often. I can't go afk for 5 minutes!

You can get stuck in a fence if its on a animal guard, pls fix it.

Make cars just a tiny bit easier to control

Metal Press! a way to create mechanicals. Expensive and use tons of power.

Oil Processor. Process oil into plastic! Just a lot of metal but uses a lot of power

Electronic factory for turning metal and plastic to electronics. Super expensive and use too much power

Make electronics, mechanicals and plastic more rare when looting skeletons. Its too easy to get those stuff.

Fourth fitness upgrade: weight lifting. increase melee damage.

Long press for inputs in wood burners and quest boxes.

Flamethrower??!

Different areas with ground types. of course every area except desert will be extremely seldom. But it will make a great variation and it will inspired player to play more.

water pools! you literally can put a chunk of water on the ground and it will look cool. It has couple of perks

- (maybe) it will slowly dry and if yo surround it with wood it will dry slower.

- you can swim maybe?

- when you plant trees next to it they will grow leaves and will have a chance to drop more than one acorn.

- when you plant cactus next to the pool it will grow fruits and will have a chance to drop more than one pod.

-animals would be able to drink for the pool.

- its expandable! (maybe) you can put a lot of pools next to each other to create a large pool.

Change f9 instead of a push button, make it a three states button:

- full HUD

- Part HUD - without button tooltips

- no HUD

Again, I think a stock switch would be great. he has three option:

- which item to check

- how much is the stock needs to be to activate the switch

- normal mode or reversed mode (reversed mods is: the switch will turn off the second the stock get over the number in the second option).

The torch tool make light at night when you hold it.

Heavier storms - once in a while a sand storm happens. you walk slower, much more sand to clean up, hard to see. can get heart when exploring from breathing too much sand.

Crossbow as a weapon for shooting arrows further.

Fourth AI type: half protective half harvesting

Dynamite: like grenade but also damages blocks.

Variety of icons for places (Home is a house,  Anchor Rage is a building icon, Steven's Farm is a barn and a little farm icon , secondary camps are tents and etc).

And last but not least, a playtime counter! to see how much time I spend on this incredible game instead of doing important stuff :().

Developer(+2)

Super great ideas! You might have helped me figure out somethings I've been stuck on. The pool idea is really cool. A 'creative' mode will be in the full release (dev mode really just for me). F9 HUD control - added to my list. Heavy storms is a good idea too. Zooming i think will be an object like binoculars. All very good ideas. I will also (at one point) create a mech, tech,plastic, and oil producers. I am thinking it will be like this: oil is the main part. oil -> plastic. plastic+metal=tech. oil+metal=mech. Oil can be extracted from the ground but will cause endless waves of enemies to attack until turned off (slowly increasing in size and/or health and damage). Depending on how long it runs it will spit out oil. It also will have a cool down or maybe you have to repair it?

(+1)

Hope Mac will run

Developer(+1)

Yes there is a very good chance I will make a MAC build. I did it in my last game and it wasn't a huge issue (well minus the $100 a year I have to pay :) ).

and I hope this game is a multi-language's game

Developer

I am hoping when I am done with writing the dialogue some people will help me with the localization.

(+1)

Yes, I will help

I checked out the tutorial on electricity in the game, and it wasn't as informative as I hoped it was going to be. Of course, this is a pretty simple tutorial meant for the basics I suppose, but I feel like there is still some crucial information missing from the tutorial. I still have no idea how to gauge how many solar panels or windmills or wood burners I need based on how many electronics I have, because I still have no idea how much electricity each one produces, nor do I know how much electricity my devices/electronics takes up. The only thing I have to go on is "OUT OF POWER" and that lets me know I need to slap down some more solar panels or windmills or the like. How many? I don't know. I guess until I stop getting the "OUT OF POWER" notification. How charged are my batteries? I don't know. I tried connecting a volt meter to my batteries to see if I could see how charged they were, but I can't. How do I know I'm storing power? I don't know. What I'm trying to make happen is that I have enough solar panels to power my machines during the day, but I have such a surplus of energy that the extra energy is stored in the batteries, and then at night the machines run on the batteries instead of just turning off. I'm working blind and just guessing. Am I missing something? Do you guys know something that I don't? Did somebody already make a detailed wiki for how the electricity works in this game and I just don't know about it? I'd love to know.


Duke "The Sniper" when ever a raid comes always immediately goes by my side, but it would be nice to have an option to Follow and Disband that actually work during a raid. Even when I don't have him set to follow, he stands by my side anyway and doesn't go tend to the raid. I tried having him Follow and then Disbanded him hoping that he would run off towards the raid, but he doesn't. It just seems like a waste of his skills at the base. He doesn't do anything else except protect me and attack enemies. But not at the base. At least, not when I'm not at the raid. He will when I'm out exploring and come across enemies. But otherwise, he's practically useless at the base if I'm not at the raid.

I noticed that you can run straight through the trade and sell booths, but not the solar panels. I have quite a few solar panels just thrown lazily around my base, it would be kinda nice if you could just run straight through those too. 


Other than for vegetables, seeds really serve no other purpose. I was thinking maybe we could also have harvestable wheat/grass that could be used to feed the cows and woolies and the seeds could be used to feed the chickens. Right now chickens don't need feed or water to produce eggs. Maybe having feed available could mean that the animals produce more meat/wool/whatever.

It would be nice to sort of have a pressure plate similar to what's presented in Minecraft for doors. It gets a little tedious to have to manually open and close doors. It would be easier to have to just open the door and then when you step on the pressure plate and walk off, like going through the doorway, the door automatically closes. And then when leaving all I have to do is step on the pressure plate and walk out the door, then it closes behind me.

I know you mentioned before that the campmates will automatically stop moving when you approach them or they approach you, but I was thinking there should be some sort of timer. If no action is done to the campmate in maybe 5-10 seconds, they should move on on their merry way. That way they don't all get stuck next to you and not be able to do their jobs like farm or gather wood or what not.

Developer

So a solar panel gives you 1 power in the day. I should add the power usage to the descriptions. A windmill will give you 0 to 2 power depending on the wind speed. I'll add all the power requirements and power production to the descriptions in the build menu. I am also planning on making the batteries drain slower.

Duke should protect you during raids too. That must be a bug.

I'll look into solar panels being walk through-able.

Good idea about the seeds for chicken feed.

Pressure plates will be in the game and will work with doors.

Yes the camp mate 'job' system is temporary. I will make jobs and info switchable from E.D.I.E. So you shouldn't be able to stop them anymore.

(+1)

I like all of these ideas! Duke will protect me during raids, but only if I'm in the vicinity of the enemies. If I'm not around the enemies, he won't go fight them.

Developer

Ahh ok. His AI probably is defaulting to protect instead of aggressive attack.

(1 edit) (+2)

My suggestion is, you should add a place where you can fight in a championship or something, in an arena. There are also some merchants who will sell weapons and ammos. A training camp or something will also be available.

About the championship thingy, you will need to pay to enter the championship. you will be given only a type of weapon for each match. To win, you must knock out the opponent before the time limit. After winning the championship, you will get a lot of scrap/items.

Okay, I think that's all for now.

Developer(+1)

Arena is on my list for sure!

Yay!

(+1)

Hey  just wondering but just like the npcs do, would it be possible for you to make it so that you can also just automatically walk into a door and have it open up and then automatically close behind you so that you dont have to open and close it everytime. Only saying because I've opened and closed the doors hundreds of times already 

Developer

lol I've had that comment many times already. I guess I'll add that in.

Developer

Bunch of lazy people.... :)

(+1)

I mean you're not wrong. Thank you though it helps for convenience sake. 

(+1)

Hey a quick suggestion and i forgot to mention already that i love the most recent update. Just wondering if there would be a way to upgrade damage because even the best weapons don't really do much damage. Unless it is your intention for enemies not to be super easy to kill. Also wondering if you will be adding some kind of level up system or like a reason to actually go out of your way to kill enemies instead of running past tuem because you get practically nothing compared to what you can produce after only a few hours in the game. Thanks for keeping this awesome game going

Developer(+2)

Yes it will be built into the upgrade/research system. Enemies will have a chance to drop research or blueprints that will allow you to improve certain weapons or craft special gear etc. Missions will also produce this.

(+2)

Oh ok awesome thank you for telling me your plans. This game is so awesome and i was dumb and i changed some settings in my driver and now im getting like 200 frames on a packed base. So good job with the fps

(+1)

Hey ive got a quick suggestion. Since you made it so that we can walk through doors and open and close them automatically, why not make it the same as with gates? 

Developer

I think I programmed it that way already and took it out for some reason... maybe because of animals? LOL I don't remember why :)

I'll re-enabled it and see if it doesn't cause issues.

(+1)

Ok awesome. I would assume that you could make it so that ya know animals can't open doors or gates in general so that you won't have to worry about it. No idea if thats hard or not but just throwing out the idea

(+1)

Hey also a quick suggestion. I was wondering if you had thought about implementing a kind of bargaining system with the traders where you can increase or decrease prices for bothing selling and buying things. Just like at the specific little selling and buying stalls you have the option to increase or decrease prices and maybe traders can have a reputation with you depending on how many of what creature you kill and what kind of things you have in your base. And if the trader likes the prices he'll buy or sell more to you and the traders will also come back more frequently for that specific item to buy or sell so that you would have an increase in sales all across the board because the traders will come back more often because they like what you are doing. Thanks for taking the time to read this. Of course their reputation with you would also increase or decrease depending on your prices and the higher the reputation the more willing they will be to pay more for what you're selling and you'll be able to buy what they are selling for less as well. Also maybe you could add in names for the traders and have it to where you'll be able to identify those traders and maybe interact with them and they'll be something along the lines of like: Remus the produce trader or the hunter so they'll all buy and sell specific items depending on their class profession. Just some ideas hope you like them. 

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