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Evolvedustry

E-Dustry: Sandbox Adventure Tower Defense Game · By Evolvedustry

Lots of questions ...

A topic by Zolokhan created Jun 20, 2020 Views: 710 Replies: 9
Viewing posts 1 to 6
(3 edits) (+2)

1) How do i plant acorns? 

2) Will there be a buildable tower that heals other towers? Check out Mindustry (which you probably did this since is a mach up of Terraria and Mindustry)

3) Any way to zoom out or plans for more resolutions? It really needs a zoom. 

4) There is not exit game button on main menu so I need to minimize the window and manually close it ... it is just inconvenient. 

5) Will there be a timer that shows how long day has left?

6) Can I make arrows out of anything but wood? Till i figute out how to plant acorcs this is not good. 

8) How do i delete items from my inventory? Like destroy them completely? I have been throwing them in lava. 

9) Ice boss is very hard since he moves faster than it do. even with extra movement perks. 

10) The perk hexagon grid is good but it is larger than the screen so i cannto see it if it gets to the edges. 

11) Does the worm boss have a HP bar? I find it hard to see.

12) Fortresscraft Evolved had a device that would suck up items for you - I find myself runnig laps around my base every night picking up XP balls and it is kinda tedious.  I should be able to automate this. 

This game is very good, it has unbeleiveable potential since it maries Tarraria + Mindustry + Fortresscraft Evovled + Minecraft.  This could be a very VERY popular game but it needs soem polish.  There is A LOT you can do.  I hate 2D side scrollers so I never really got into Terraria.  This game does not have the "building" potential of those but it has the complexity of Fortresscraft (or Factorio) 

Did this game just get released last week?  

I am very interested in this game.  

Developer (2 edits) (+1)

Thanks, I am glad you liked it

  1. Added tooltips to acorns in 1.48 that tell how to plant them.
  2. Yes, not only that, but area buffing towers, spawn units, force field towers, etc...
  3. I used to have the zoom feature, but had to disable it because of the lighting. I fixed it and re added the zoom feature in 1.48 which is in testing.
  4. Thanks for letting me know! I will add it to 1.48.
  5. Yes, its a "sundial" added in 1.48 found near the health bar.
  6. Let me know about the more as I am currently testing and working on 1.48 and I can include the fixes and features into this version.
  7. I knew about the barrels along with other towers with a center GUI and you can click on the corners to delete them, but in 1.48 they delete properly now.
  8. In the 1.48 update, I added a trash icon to delete items out of the inventory.
  9.  the ice boss's second phase is basically a dodge scenario as it gets buffed movement speed, but cant change directions faster than the player allowing for dodges as the momentum of the bosses carries it away.
  10. You can move the skill tree by dragging the middle mouse button. Ill make this more clear in the new version.
  11. The boss has a health bar on its head. I am working on a health bar that overlays the screen when fighting bosses.
  12. The new towers in 1.48 have Item Grapplers that pickup items and output them to conveyors and Experience Siphons that do something similar, but I am still working on the Experience Siphons as experience can't be used on conveyors, thus needs another way to be moved. Currently, the experience is going to be pumped through pipes and can be collected in fluid tanks and consumed.

1.48 should be out in about a week  and adds so much new stuff 30+ towers, pets, quality of life improvements, refactored energy transfer,  new items, decorations, new monsters, and much more.

For the building potential, the game only has survival, but I am implementing a adventure mode where towers can't be destroyed and monsters only target the player.  This is to make a game similar to Terraria's play style as this should drive explorations instead of defenses allowing the player to collect new gear, fight bosses, explore dungeons, the underworld and other dimensions without worrying about their base.

This game did release last week in a "unfinished" version as a way for the community to play the game and to get helpful feedback from people like you. I am currently updating the game constantly and don't plan on stopping any time soon. Also, I like to be a very active developer and communicate with the community about the game to help get the features that they are looking for as its hard for a developer to tell whats fun or needed to improve the experience.

Thanks for the response and I am looking forward to more quality of life and other features that you recommend!

(+2)

Sounds good.  Looking forward to the updates.  

1) The crafting menu needs away to find recipes without scrolling to the sides - it is just cluttered with uneeded recipes.  

2) I am curious as to where this game will go - wil it be more like  Terraria where it is driven by finding new bosses and getting new tiers of equipment or will it be more like Fortresscraft / Factorio where it is driven by automation complexity.  Like, will  bronze ever be used again once I have iron?  In Terraria you just stop needing that tier and it is forgotten but in Fortresscraft / factorio you will always need low tier materials to build up to higher ones.  

3) Also the ore spread is kind of all over the place and makes building a base awkward.  Perhaps larger veins but less of them .

4) Also, can i craft a bed that allows me to move the spawn point when you die?

5) Will there ever be diffferent levels in the map so we can dig or climb mountains? 

Serisously, I am digging this game even in its wonky form.  Fortresscraft Evolved (i hope you have played it) is one of my favorite games but it focused entirely on the automation part and lacked the monsters and character developement.  This game borrows that from Terraria very well but I would really like to see this game move away from the obvious Terraria aesthetics and become its own thing.  It deserves it. 

Developer

1. Yeah, I was told that from someone else that played through the game. I am working on a tab system, search bar and having the ability to toggle filter certain aspects like craftable, weapon, equipment, armor, contains this crafting material, what a material crafts, etc...

2. Both, my plan is to have players expand their base across the over world, underground, hell, and many other dimensions to build very complex crafting pipelines and automated setups that not only upgrade their base, but allow for the upgrading of the character. As they progress with the technology, they use the equipment to slay bosses and get access to new dimensions with new materials. I am going the route where you use old materials along with new ones to build new equipment. Importantly, you dont have to slay bosses to progress technology, but they give extremely useful perks, items, armors, skills, etc.

3. Thanks for telling me about that!  I'll change the ore spawning.

4. Got the bed in the 1.48 version.

5. Yep, I have over 6 dimensions planned that you can travel to by building teleporters, opening rifts, and ritual alters and 12 biomes to change up how the game is played.  Also an underground with 10 different depths that spawn monsters in waves like Mindustry which acts more like a true tower defense and it gets harder to clear the waves the farther you go down, but is also more rewarding from the new ores/materials you unlock. The lowest one is the underworld.  This won't be in the game in the next 1.48 as I am still working on some things. The overworld will have dungeons and mountains with cave systems + some hidden secrets.

I got over 22 pages of features on a google doc and have been going down the list completing as much as I can. Currently I have completed 5 pages and I am getting faster at completing them as I practice game development. Eventually going to throw a development team together once I get this game going to add more features quicker and with less bugs.

Thanks for the encouragement and you have been very helpful!

(+1)

How exctly do you spawn the Abomination?

Developer

After you have defeated both the Ice Sentinel and The Malevolent Worm,  forest hearts will spawn randomly where grass and trees can spawn / in the forest biome.  Just a warning, that boss significantly harder to kill than both of the previous bosses.  If you want a semi-easy win against it, leech in the skill tree gives the player a lot of sustain or just a bow from a large distance as it can't move. I am working on a spawning system where you don't have to find the heart to spawn the bosses and you can craft the spawner after you collect materials for it instead. Good luck if you haven't killed it already!

(+1)

Couple more things ...

1) Arrow indicators when placing conveyor belts to show direction.

2) An actual glitch - constructions are invisible when built on snow biomes - so far conveyors, walls but i assume everything.  I did not test it with everything but they are definitely there but invisible.  The ores move on the invisible conveyors. 

Developer (1 edit)

1. Sure, ill add an indicator.

2. Yeah, I knew about this one. If you remove the snow with a shovel (which is not in the game), the conveyor will reappear as it is under the snow. The walls are fixed in 1.48 and i'll make it so snow tiles break into snowballs when you build on them so this can't happen with conveyors and other towers low to the ground.

Thanks again!

(+1)

Nice to see the update .... will play it shortly.  

Developer

Thanks, a lot of your suggestions are in this update.