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  1. 11 points
    My civilization always collapses because the first generation starts dying off from old age, and then there is one gravedigger and thirty dead bodies scattered about...and then all of the other nuggets get infections from the dead bodies and soon die themselves. It's an interesting game mechanic, but it really gets in the way and ruins my game every time. In real life, dead bodies don't start rotting right away...at the very least there should be a larger grace period. I think that dead bodies should just lower the happiness of nuggets in their immediate area, and maybe have a very small chance of causing disease if they are left out for too long. As for methods of disposing of the bodies, I think it would make more sense if a nearby nugget would automatically walk up to a corpse and bury it, right on the spot (AKA a nugget would dig for a bit and then the body would disappear into the ground). In prehistoric times they usually just buried the bodies in the ground and moved on, so maybe cemeteries would be for later stages. The mechanic of having to make one nugget in charge of burying every corpse and carrying it and using resources to burn it...it's just too much, and it'll never work correctly if there are too many bodies. In regards to the matchmaking power, I personally find it annoying to use it (and most powers in general). The controls are very finicky, and it's very hard to select one nugget if it's walking or moving at all. The matchmaking power is too micro-manage-y. I don't want to choose which nuggets mate, I just want it to happen. I like the idea of guiding my civilization and not having to tell each nugget what to do.
  2. 11 points
    CM Mirror

    Update: What have we been doing?

    WHAT HAVE YOU BEEN DOING OVER THERE? Good question! Thank you for asking :P. We’ve been somewhat absent since releasing our hotfix for the Cheesecake patch on October 22st. In the patch notes, we mentioned that we’re going through a major in-game engine update, which you know as Prometheus. This is a huge milestone in the development of The Universim and it’s very, very important for us. A few issues were encountered that needed to be ironed out before we broke something or designed a feature around a flawed system. After we’re done cleaning and optimizing the project, we will now be able to properly introduce your most-wanted features, such as: new eras, save and load, advanced artificial intelligence for Nuggets, and more that you can read about below. So much that we’re basically turning into workstations ourselves! On top of new features, we’re optimizing, reimplementing, and redesigning a lot of systems. Let’s break it down. PLANET GENERATION OPTIMIZATION Some of the biggest changes reside within the planet generation engine: it’s so much faster now. We reduced loading times and memory usage quite significantly. You’ll likely be very pleased with how it turned out. This allows us to add more objects, have bigger planets, and have more simulation calculations happening at the same time. We also mapped our planet with the road networks and city expansion patterns for future needs. Planet biome temperatures were optimized as well. Now, temperatures are more accurate and easier to understand. A lot of love has been invested into this process. After all, planets are our playground and we want them to perform well. Pathfinding on the planet is another area that was optimized. Animal AI and Nugget AI can be very taxing depending on the amount and actions performed. It’s now faster and smoother than a speeding roller coaster. Nuggets have a much better understanding of their surroundings and can easily find the shortest path to their destination. NUGGET'S ARTIFICIAL INTELLIGENCE Oh boy! We’re having so much “fun” working on this. There’s a lot of thinking and a lot of planning involved in this process. Mainly because all Nugget stats are connected and the environment changes dynamically around Nuggets over time, so we want them to understand the current circumstances and decide what is more important to do at a certain time. Things change on the fly and we need to make sure Nuggets make reasonable decisions without your direct intervention. Nuggets now compare distance vs quality before making their decision. For example: cooked food is better than raw food for Nuggets, they become happier and more satisfied by eating cooked meals. It also keeps Nuggets full for a longer period. In the past, Nuggets were always choosing cooked food over raw food, which in some circumstances was a bad decision because the distance and wait time would be more wasteful for them than simply grabbing a nearby fruit. Nuggets now check this information before starting their journey. However, this doesn’t only apply to food, it applies to any resource they need to collect to finish their task or satisfy their needs. Our system prioritizes tasks for Nuggets dynamically. This allows us to quantify the number of available Nuggets vs busy Nuggets. If there is a need for extra stone, the system will not send all 20 Idle/Free Nuggets to mine stone. The system will task Nuggets to the job one by one and check the weight of that need based on the amount of Nuggets now assigned to it. This way, the system dynamically assigns Nuggets jobs based on the current situation, and it no longer prioritize one job above all else when assigning them. It will only send 5 Nuggets to help build a Hut instead of sending 20 of the available group, because the system now understand that 5 Nuggets are more than enough to finish the task. Nuggets will also understand if certain buildings need extra support (like Eateries, Farms, etc) and automatically assign themselves to those buildings. If a Farmer dies of old age or from the unfortunate and somehow all too common event that a mammoth stepped on them (how didn’t they see it coming?), another Nugget will fill this position without your interaction. Our goal is to make Nuggets feel alive. We want you to feel like they are truly organic, living beings. What we’re doing right now is really going to make it easier for us to balance things out in the future. It’s also important to keep in mind that we’re only talking about changes that you’ll see on the frontend, there are also tons of changes happening behind the scenes as well. We’re developing debugging tools that help us to understand why Nuggets made a particular decision, such as where they are going, what they plan to do next, and what triggered these actions. A lot of amazing work has been done, but there’s a bit more that needs our attention. NUGGETS THOUGHTS While some of our engineers have been busy optimizing and improving things, others have been working on new features such as the Nugget Thoughts system. Nugget thoughts are pretty much exactly as they sound. We developed a system that will allow you to see what Nuggets are thinking about their current situation. It will show you their thoughts regarding things like their work, relationships with their spouse and children, current feelings, etc. This will help you to better understand what the Nugget is up to, such as if they plan to burn things to the ground or they’re ready to start a family. This is a cosmetic element that will add even more personality to Nuggets. Here are some examples of Nugget Thoughts based on their daily activities: GENERAL (IDLE) THOUGHTS Today’s forecast: no work, no pants. No work? Guess I’ll just stand here and look busy. How do we ever get things done with two circles for hands? It would be really awkward if there was some omnipotent being who could read my thoughts all the time. Last night I dreamed that I was a whale. I woke up looking like a beached whale. Sometimes dreams are scarily real. TREE FELLER I really should’ve become a painter… The trick is not to become emotionally attached. *Sniff* Goodbye, Bertha. Who needs anger management when you can hit things in the face with an axe? To fell a tree you must first become the tree. STONE MINING These vibrations are doing wonders for my arthritis. Sometimes I feel like my life is just a sequence of rocks of varying sizes. A pile of rocks coming right up. FERTILITY METER FILLS Is it warm in here or is it just me? If the hut’s rockin, don’t come knockin. I feel like someone is lacking some Vitamin Me. WITCH DOCTOR If it doesn’t clear up within three days, start making funeral arrangements. Have a good day! With all of these sick Nuggets, you’d think I’m not very good at my job. An apple a day is starting to put me out of business. Tell me, have you considered life insurance? You really should. NUGGET NEEDS Nuggets have their own needs, such as Food, Water, Rest, Happiness, and so on. These values are also being revisited by our team, as everything needs to be rebalanced according to new values and Nugget behavior. Game balance is a big challenge in a game like The Universim, as a lot of things are connected together and changing something in one of them can lead to everything falling apart. It’s like playing with a giant house of cards. Each card is equally important and if any of them were to fall out of place, the entire house would collapse. Thankfully, we have you, our community. Without you, it would be extremely difficult to balance things. Your feedback is massively important for this process, so thank you for supporting us and helping to shape The Universim into an amazing game. NUGGET'S REPRODUCTION This system is also going through some changes and we would love to talk about it a bit more in the future. We’re still approving some of the mechanics and don’t want to discuss them until we’re satisfied with the direction it’s going in. The challenge we are currently facing is that we want to keep the reproduction speed consistent and still make it feel natural. As the Nugget population grows, it starts to get a little out of hand due to the arithmetical progression (every Nugget pair can have children and the population booms). If you have any great ideas, please share them with us in comments below. TUTORIAL UPDATE Because we’re adding new content and changing the ones that we already have, certain tutorials have become outdated. We’re revisiting tutorials at the moment as well and making them more dynamic. We are also working on the game’s narration, which we will discuss at a later time. CAMERA CONTROLS IMPROVEMENTS We’re happy with how smooth and responsive our camera is, but we’re still experimenting with controls. We collected a lot of feedback and observed a lot of players during our exhibition showcases and it looks like we could do a better job by minimizing the amount of buttons you click to control your camera. It shouldn’t look like you’re trying to play the piano. We want the controls to feel intuitive and easy to learn. Let us know what we can do to make it better (like things that bother you right now). SEASONS We just recently improved our season generation engine, making it more accurate and ensuring that it provides you with more information regarding what you can expect in the coming year. We are also making flora on the planet reflect changes in season dynamically. It will make trees change color based on the current season and the local temperature around the tree. Flora on other planets will be dynamic as well. You’ll see planets change in color based on the season on the planet. It’s going to be really cool. MOUNTAINS Our current mountains are static objects, meaning they were designed entirely by our 3D artists. We’re moving away from this concept and are planning to invest more time into procedural mountain generation. We hope to improve over other procedural mountain generation techniques used in other games. Mountains are usually generated by the noise found on the planet’s terrain, which makes all mountains look basically the same on all planets. Our goal is to build a system that will combine pieces of rocks, assign textures, and spawn flora and stones based on the planet environment. Mountains are the biggest objects on our planets, and this gives our artists a lot more freedom to give planets a unique character by changing the shapes and look of the mountains on the planet. We will talk more about this system in the future. EVOLUTION TOWERS You probably learned about these towers in previous updates. This is a highly-demanded feature and we’re working hard to bring it to the game as soon as possible. Evolution Towers will allow you to unlock features in the game and will be the main stimulate of progress in your civilization. SAVE & LOAD We definitely know how important this feature is and development in recent months has been highly concentrated around it. In fact, it was one of the features that benefited best from us cleaning the project. The primary challenge for us is to save a massive amount of data in one all-encompassing game state. We not only have to save thousands and thousands of positions of all the objects on the planet, but also their statistics (in a procedural system). As you know, everything in The Universim is connected: even the most basic objects, like trees, hold dynamic values and understand the exact local temperature. Nugget stats are also connected with other parameters and needs to be saved. Overall, the main challenge is not the implementation of a save and load feature, the main challenge is that we want to make sure we have all of the bits and pieces in place in order to save and load them on demand (and efficiently). The approach we’re taking now is saving us from having to redesign or restructure systems, which will take a ridiculous amount of time, but it’s slightly tricky. However, progress has been excellent, so count on us - save & load is on its way! ART ASSETS All buildings- yes, every single one- had to be retouched and redesigned to some extent in order to make them fit into our future plans for city expansion and roads. Each building has to correspond to certain guidelines and rules introduced by our new system. Of course, we also used this opportunity to improve the overall quality of our models: better textures, mesh, and so on. We are also optimizing each building with a LOD system. This system will update the details of our buildings based on the camera’s distance from them. This will increase performance and allow us to have more buildings in future. We have also added more visual elements to buildings like night lights and visible degradation when in a bad condition. NUGGET GENERATION ENGINE We’re improving the Nugget generation engine. This is what is responsible for generating visually-distinct Nuggets with different hairstyles, clothing, colors, and shapes. We’re also improving animations and working on new ones. You’ll be able to pick Nuggets up and throw them or put back on the ground gently. Their actions will correspond with yours. Basically, we have better-looking Nuggets and a better system for generating them. WHY WE'RE STILL IN THE STONE AGE Man, you guys at Crytivo are the worst! You’ve taken years just to finish the Stone Age, so how long will it take for new eras?! (You might think) Well, it’s true, it has taken us quite a long time to implement the Stone Age era. However, it’s important to understand that the Stone Age is not just the first era in the game, it happens to hold a huge portion of all core game mechanics. During this age, we’re implementing all of the simulations that you’ll see throughout the game, connecting everything together, balancing all of the stats, creating AI systems, working on the research and progression aspects, ensuring that these systems are dynamic, and so on. Basically, this is our foundation for building things much faster down the line. This is our main testing platform to ensure we don’t design future eras around a bad system (which can be disastrous and basically require starting over). After we’re done with the core of the game, you’ll see more eras popping up very quickly. Initially, we planned to release an update on December 1st for the game, but we will probably need a bit more time to get things finished. We hate to keep you all waiting for a new patch and promise to get it into your hands ASAP. We will keep communicating our current status and remain entirely transparent. You are an important part of our world, and we would never abandon you. We have also put a rough road map together for you. Please keep in mind that some features might change in the future or their priority can change based on the situation. Also keep in mind that we’re not going into detail here, we’re just summarizing work that was done. As you can see, there is a lot of work happening behind the scenes and we feel you need to know about that. Your support keeps us motivated and inspires us every day. We always read your feedback and we would love to see a smile on your face when you play The Universim. We want you to care about the fragile world we’re building for you and hope you appreciate all the time and effort we spend on making this world dynamic and alive. Our team is hard at work every day. At times it can be tough, but we love what we do and hope you enjoy it as well. Please leave us your comments below and we wish you all the best for the coming holidays! STAY AWESOME! All the best, Crytivo Games
  3. 11 points
    CM Mirror

    Pax South and V13!

    Pax South and V13! Hello Creators! It's been a busy week! Last week we said we'd have more info regarding the V13 patch and its release date. While that info is still being prepared (we have a lot to cover!) I wanted to update you on whats been happening with us on other fronts! We allowed Alex and a few other members of the team to leave the confines of their desks over the weekend and run wild at at PAX SOUTH! If you happen to be at pax come stop by (we're in Booth 10407 ) and say Hi! We have a playable version of the current patch and you might even be able to get a T shirt signed! Check out the Pax website for more info http://south.paxsite.com/ If you already stopped by and happened to snap a selfie tweet us @theuniversim Can't attend Pax? make sure to follow us on Twitter! https://twitter.com/TheUniversim the team is posting photos from our booth! While we wait for our pax team to return I do have some exciting news! We finally have a release date for the V13 patch! Alex will be announcing that finalized date with the full V13 info update coming in the next few days. we know you've all been waiting a long time for this patch and we hope you can hold out just a little longer. We're excited to see what you guys think and find in this next patch. Have a wonderful rest of January! CM Mirror
  4. 10 points
    CM Mirror

    And We're BACK!

    AND WE'RE BACK Hello, Creators! We have just returned from Pax South in San Antonio, and oh boy, what a trip! While three of us were out and about having a great time with fans both old and new, our team has been ironing out our latest build. Before we talk about it, though, let me give you a quick recap on how Pax went for us. Unfortunately, I fell extremely ill and lost my voice on the second day, which rendered me unable to talk to some of our fans in a proper manner. I would sincerely like to apologize for that, but I want you to know that I still stood until the very last moment. Never give up!We are proud to announce that we had incredible success during the event. Our booth was packed for 3 days in a row! We had lines of people who wanted to try out The Universim’s early build that we had at Unite a few months ago. You’re all still going to be the first ones to try out the newest stuff. We hope you like it! We are still in awe that so many of our fans waited for over an hour to get their hands on The Universim. We really appreciate your love and support! We promise to bring more computers next time to cut the waiting time down and let more people try it out. All of our team members are now back home and ready to kick some buttons! As you know, we took a break from our monthly updates to clean up our project to ensure a smoother transition into the future. So far, it’s been a blast! It did, however, involve tons of work and tons of complicated issues that nobody was counting on from the start. The good news is, we’re winning this battle! The game looks amazing - the new 3D models and animations started rolling in and are playing together quite well. The planet is so much brighter and far more saturated both in terms of colors and objects. We need one final push and the update should be available by the28th of February. All of the functionality that we had in previous builds is now in place and needs to be ironed out a bit. It’s slightly messy, and as a result, we’re not ready to release it in the state it’s in right now. Evolution Of The Planets Through Stages Dramatically improved lighting and Models in the world This is the final mile before things get shifted into high gear again. Thank you so much for bearing with us during this time! You’ve all been amazing, and we want to make it up to you. A lot of energy has been invested into this update and we’re very proud of how it’s shaping up. We hope you guys will understand and support our decision to release it later this month. We love you all and hate to keep you waiting. We hope you are having a great start to the new year, and we wish you all the fun times ahead!Thank you,Alex. K and the Crytivo Games Team
  5. 9 points
    Eddie

    Some tips on playing the game

    Some tips on playing the game I've been playing this game for sometime and would like to share some knowledge I've learned from playing this game in alpha stage. Please let me know if there's any incorrect information provided here so I can correct them. This is written during Lizard Candy update: To developers: Please check the tips here as well. Lots of the tips are actually us trying to workaround the bugs and issues of the game at the moment. There are some game design issue as well. Please do not lead the game towards a micromanagement game. This is an awesome game but it worries me that the game requires so much micromanagement already even at stone age, feel like a city building game instead of a "god game". Don't clog your buildings, instead spread in building them. Sometime the nuggets will have some path finding problem and stuck between buildings. Don't build anything on a shore that are too steep. There's a chance that the nuggets will place excessive resources on the shore that is treated as land when they put it but those resource bundle cannot be picked up later,probably because the shore is then treated as ocean when the nuggets try to pick those resources up for other buildings. This will cause lots of nuggets to try to pick that resource up and they all get stuck there due to some kind of deadlock, ends up with the death (thirst /hunger/ depression) of the nugget if you don't relocate the nugget. You cannot generate any food during winter (as of this update), so make sure to stockpile food before winter. The amount of food you will need for your civilization to endure through the winter will differ due to the game has dynamic length of a season. I feel comfortable when I have food (raw + prepared dishes) of this ratio: 1 nugget = 0.25 food per season block. So if I have 10 nuggets and the winter is 3 bars , I will want to have at least 10 foods (0.25 x 3 x 10) stockpiled before the winter starts. I follow ratio of 15 nuggets for 1 local business. You don't need an engineer until your nugget population grow beyond 30. Use your god power to repair the buildings( It's freee now!! ) Don't assign nuggets into buildings that aren't crucial at the moment.For eg.: engineers are not needed early game, you don't need 2 nuggets for the engineer hut (add more later if needed), forecast tower can stay empty after you've got the year's season meter read. More labours = faster resource gathering = faster building. Winter is building + resource gathering time! Unassign fishermen from fishing piers that don't have raw fish to gut during winter and deactivate the pier. Unassign farmers from farm that dont have crops planted, and then deactivate the farm. Freeing up nuggets for labour until it's spring again. crops dont grow in winter, and no fishing during winter anyway. Don't research tier 2 primary technologies until you are ready. Reason 1: All the tier 2 buildings uses refined material to build, and when you upgrade your building, the building will be shutdown for upgrade and there is no way to undo it. The wood and stone refinery buildings WILL NOT produce anything unless there's a demand for them. This means you cannot stockpile refined materials prior to upgrades causing an expected period where the building you are upgrading will be unavailable during the upgrade.Reason 2: new buildings will be of tier 2 when you place them. Meaning you cannot build new building ( of those you've researched tier 2 ) if you don't have refined material. For eg: you researched an eatery upgrade, you own only 1 eatery. After the research is finished, all the eatery you try to build will be tier 2, there's no option for you to choose to build tier 1 or 2. The game doesn't has key-mapping setting at the moment, but you can rotate your building using "q" and "e" before putting them down. strategically position the entrance of the building will save some walking time. Don't toss your deceased nuggets to far far far away. Why? Because your gravediggers WILL go for this corpse in this new update. XD. put those corpse near to the cemetery if you think your gravedigger will not be in time to pick up the corpse before it become contagious. DON'T toss it away. Direct your civilization by placement of buildings. The only building in the game that you have no control over is: stone huts. New stone huts will always be built with a gap in between buildings, and the gap length is around a stone hut's length. So use this as advantage and spread your civilization outward. Spreading of civilization is crucial for survival. Why? Reason 1: Because the water and fish supplies will deplete. You will need your civilization to spread and connect to another water source for the survival of your civilization. Reason 2: Because you want your nuggets' home closer to his/her workplace to reduce the walking time and have more output(duhhhh). You don't want to leave a lot of space for huts at the center because it will take a while for the nuggets to build their home outward. Restaurant: nugget population = 1:20, Engineer:nugget population = 1:20 Always build 1 or 2 extra water pumps AND disable them. Activate them only when your consumption of water is more than the production of water. This act as an buffer for miscalculation and sudden spike of water usage (for eg from winter to spring, when your farmers starts to plant crops again. The spike will be huge if you own a lot of farms and chooses crops that requires a lot of water to grow, especially if you built new farms in the winter, you will not notice the change until its spring). Sudden rise of water usage can cause drought if you do not have enough reservoir as backup.It is very hard to get back to track if this happens, which can cause the extinction of your nuggets: out of water ->building stops working -> chaos -> death Plan your expansion route on the planet when you place your start point. Choose places that has: desert/mountain for herbs, lots of small stones ,at least 2 lakes surrounding. Don't choose huge plains that has nothing as starting point because your worker will walk very far away to gather building resources. Always look for red symbols when you observe your civilization. This is to detect if the nuggets are stuck. Sometimes the game will instruct the nugget to do multiple things at the same time causing the nugget to have action rotating between 2-3 different different ones leading to the nugget doing nothing and at the end die on the spot. pick the nugget up and drop him on the ground to reset the action list will do the trick for now. Always try to assign the nuggets to buildings that are close to their home. I do this by manually checking the nearest hut occupants name and assign them into the building near to them. Every "town" should have :restaurant, engineer, well, local business. The cooks will gather food from fishing pier and farms, so building the restaurant near to these building will shorten the time for the cook to gather resource for cooking. Enjoy =)
  6. 7 points
    Welcome Creators! Thank you for joining The Universim forums! To get you started, we've compiled a short list of FAQs and helpful links. Take a look through everything and then make an introductory post to say Hello! To all your fellow creators. Once you've had a look around and introduced yourself, you'll get a shiny new badge! This little badge is our Thank You for joining us here on the forums and a way to get you started with our award system! FAQ Q. I bought, or backed at a package level that grants early Alpha Access but I can't find where to download the game? A. Make sure you're logged into the user dashboard,(you log in using the E MAIL you registered with when purchasing the game) then you should see the Alpha Download image, below that image is your Game Key. Kickstarter backers can use that key to download the game via Steam, all other backers can use the download link for the stand alone version. For more information on how to download the game, please read our Dedicated Alpha FAQ. Q. I don't know my Password for the dashboard A. Please use the "Forgot/Recover Password" option to reset your account. Q. I'd like to upgrade my backer package, how can I do that? A. You can request a backer upgrade through our support system HERE Q. I found a bug with the current version of the game where can I report it? A. You can search for existing reported bugs, or report a new bug HERE Q. Can I stream or make videos with the Alpha? A. Yes! If you do, please post a link to your stream or video HERE. We'd love to see what you've created! Q. I posted a topic but it tells me it's awaiting approval? A. Some of the sub forums have a post limit restriction to help combat spam. A moderator will approve your post as soon as possible. Helpful Links Help Desk and Support Center Dashboard Most Recent Patch Notes "Welcome to the Stone Age" Nuggets AvatarsWe made some awesome avatars for you guys. Pick yourself one from below and don't hesitate to use them on other forums. Let us know which one is your favorite one. And don't forget to share them with your friends! DOWNLOAD AVATARS HERE
  7. 7 points
    Brillo

    Fire Perk

    Fire Perk Let nuggets invent fire! Only then are the huts illuminated, before everything was darkness. The fire drive away wild animals and allows the EATERY and the FUNERAL PYRE to be released. Through the fire in the huts can be survived hard winter. But beware! Quickly a cottage has caught fire and nuggets die! But a good God can send rain! and dead nuggets to breathe life! ( if he wants) Greeting Brillo
  8. 7 points
    I'm going to go a little more into the lifespans and population control, as I feel it's what puts the most pressure on the cemeteries; what causes the gravedigger problem. Population feedback: In the last patch it felt like a constant population increase where I had to "keep up" with their breeding for food and water production. This patch I have had the issue of the civilization booming pretty quickly up to 20-30 population then slows down, and even declines as the boom starts dying off, thus creating the cemetery dilemma. It doesn't feel like a straight and steady incline for stable population support in later game. I also feel like the amount of work they actually get done in their lifespan is currently on the low end. Many times my crops wither or a body rots because the worker responsible spends a large portion of their life sitting down at the eatery, entertaining, drinking, preparing for a date, or waiting on their partner. When you factor in the amount of time all those actions take with the short lifespan it feels like one nugget does only a couple necessary tasks then dies. That's a lot of pressure on the gravedigger as well, who is also filling all the above listed personal needs while all those bodies decay and infect the population. Suggestion 1: perhaps adjusting the ages at which nuggets can breed, and at what frequency, could help. Couple that with listing the number of children, of age to work/mate, and elderly on the ui, and that would give a steady gauge for the player to go off of with population expectations; if they've had a baby boom, if their elderly are more than 1/4 of total population and going to get a mass death, etc. It shouldn't always be perfect straight line, as that creates a guaranteed (boring) population increase, but straight enough that its not frantic trying to always correct it. Reverting back to a longer lifespan, decreasing the time in seconds it takes those "personal need" actions much lower, and finding the right algorithm for aging can create that straight incline. It also will have the player find greater usefulness out of the matchmaking power to keep the population stable (I personally **LOVE** it, but it needs more ui interfacing for matching desirable nuggets at high population). As an example, another game I played everyone used the ratio of 1:3:1 for youth, adults, and elderly, and the player had to correct any influx or it would create a "wave" later on into the thousands population, crashing everything to a halt. Suggestion 2: keep lifespans as they are now, but reduce the time in seconds it takes to fulfill personal needs, give a larger grace period on rotting bodies causing infection, and/or allow the "heal" god power to cure the infected instead of ONLY being curable at a doctor (that would encourage the heal power much more and increase its usefulness as well). Coupled with larger/smarter cemeteries and upgraded pyres, I think it would at least be a good foundation for an upgradeable system later game. Cemetery feedback: I feel the cemeteries take up a lot of real estate for the amount of bodies they can hold. By the time I'm reaching a population of 50 I've found it necessary to already have 3 graveyards plus a pyre. This usually occurs around between years 90 to 110. I would have to focus more in future games to give a realistic number, but I feel like with the nugget short lifespans one graveyard should last maybe 150 years before the sheer population growth and building spread should require a second graveyard. Without gravediggers having "leashes" to their own cemetery though, especially later when the world if covered in nuggets, they will go to fetch a body and die of hunger on the trip. Suggestion 1: Place a slider bar that controls the radius the gravedigger will travel. This will also give the player control of coverage depending on where they fit the cemetery into their city layout. There definitely isn't a "one size fits all" circle solution. Then when their city expands and the population grows beyond one gravedigger, they can place a second cemetery and adjust both sliders to maybe give one cemetery responsibility of only the areas closest to them. Suggestion 2: Gravediggers are the stuff nightmares and speculation are made out of, definitely some kookey people (no offense to anyone, just setting the tone =P). Perhaps they don't have needs to fulfill. Their life is the dead. Has anyone ever spotted them making a pittstop at the diner? I don't know the implications this has on the developer side, but maybe upon assigning a gravedigger, while under the duty of gravedigger, the nugget doesn't have personal needs. They just... do their job. Possibly the less educated do it better, giving a purpose to those who didn't make it into the schoolhouse. (oh dear please no one get mat at me lol, its just for stories sake) Suggestion 3: Increase the number of nuggets that can be burried in a single cemetery to match the way population grows. It currently just isn't big enough. Also, with the nugget short lifespan, Id say closer to 25 years after burial the gravestone should become available again. Only when the sheer population or span of the civilization outgrows the cemetery should it be necessary to place a second one. (edit) Suggestion 4: Turn the gravediggers into "reapers" who teleport to the bodies location and then teleport the body back to the graveyard. Pyres suggestion 1: Sure, they require wood, and time, and labor, but they give a resource back in return. Whatever resource that's required just after the patch we're currently in would provide a nice transition into the following age and make them not just an option, but useful as well. Pyres suggestion 2: This one is questionable, and I can't exactly say one way or the other because I don't know what's coming to the game in the future. But either make the laborers, or the gravediggers, *soley* responsible for the pyres. Perhaps a passerby laborer will collect the body as it falls, and carry it to the pyre. This should definitely have a cooldown along with requiring a resource or it would just be too good. That would also ensure the requirement of MORE pyres, and upgrading them, as the population grows. That would let the gravediggers just do their job with the cemetery. I feel that gravediggers should never gather wood, it should always be the laborers, and should continue to always gather resources into the warehouse (perhaps in the future it will be necessary to specify "worker/builder" and "gatherer" nuggets). A thought on matchmaking: I think its a brilliant idea and I would really love to see it kept as it works. I think it has the potential to be the major driving force of your entire population growth and direction when you throw the new nugget genetics into the mix. Its a great way for the player to control the current issue of population spikes and falls. Programming the nuggets population to be a line thats a slow crawl of an incline, or even steady pace, and allowing the "god" to decide when they are ready for a larger population. However, using this power last night to save my nugget population that suddenly decided to stop mating, I found it was difficult to use. I can't even imagine at a higher population, it'd be impossible. The problem is you have to click individual nuggets to see if they have a spouse, if they are old enough to mate (I accidentally slapped a few babies around in the dirt last night trying), what their genetics are, and all of this doesn't update while the game is paused. So you're playing a smash the moving fly game while trying to keep track of who is who. Suggestion: I really hate suggesting this, because I know its more work for the devs, I'm sorry... but with matchmaking there really needs to be a whole nether nugget UI frame. One that allows you to ctrl-click the god power right there on the information panel to select the chosen ones. It will show the clickable sort ascending/descending tabs for male/female, if they have a spouse, the name of their spouse, their age, and their genetic (the new positive and negative perks). It would allow you to say "I want more nuggets who move faster for workers", let you select the drop down for that specific genetic, and from there you can find a suitable male and female who are both young and dont have a spouse. It would also not be so painstaking at higher population numbers to quickly select breeding pairs. This system though would require the nuggets to maintain their own population, without any large incline, and without decline, or it just turns into a game of "keep breeding before their numbers drop too fast". IN CLOSING I know thats some pretty long winded responses for feedback, but I feel its important to give all the details of issues and suggestions to see the picture more clearly, and possibly spark some ideas into others' minds! These are by no means solutions, but just what I could think of for the time based on my play experience. I've been waiting a VERY long time for a game like this to even come into existence, so I'll do my part to help in its success. I hope some of the information maybe helps, or gives you guys other ideas I overlooked entirely.
  9. 7 points
    CM Mirror

    We Know You Can't Wait!

    Hello dear friends, Alex K. here. As you know, we’ve been super busy updating our Prometheus In-Game Engine™ that handles the simulation aspects on all of the planets and the planet generations itself. We are currently cleaning up all of the outdated assets that have piled up over time, which are responsible for slowing down both development and your poor computers during gameplay. This is a very complex process that directly affects every aspect of the game. All of the systems we currently have need to be retouched to ensure they work as intended, or improved/reworked if not. The whole process is an excellent step forward, but it has its downsides. The worst of which is the fact that we can’t release the latest version of the game in this state, meaning we can’t let you test out some of the new features and changes yet. The various systems have been separated from each other and are being tested in isolation to ensure they are up to scratch. It’s like building a car in a few different shops. You can’t test drive it until all the pieces are joined together. But, we’re getting very close, especially with the biggest new features such as the AI and planet generation improvements. These are so close to being finished, so much so that we’re currently linking them to the main build for testing. Remember, everything is connected on the planet, so the linking process can be quite intricate and finicky. Some of you have been asking us when this update is going to be released. We would love to give you a proper date, but we also don’t want to give you any false promises. We initially planned to get everything done within a shorter period of time, but unfortunately we underestimated the amount of work this process requires. We’re getting close to the finish line, but unforeseen circumstances or events often play havoc with deadlines, as some of you may know. Our team works day and night on this (don’t worry, they do sleep, we’re just lucky to have people working all over the world). Some of us even changed our plans for the Winter Holidays. We decided to stay and spend a little extra time with our beloved computers over the holiday season. Don’t forget to give our busy worker elves some love down in the comments. Here’s a rough breakdown of the progress made on a few systems discussed previously: Planet Generation Optimization - 90% (We bumped up the planet size and object count on the planet, reworked the planet shader: water and ice VFX will look better now) Building Migration and Optimization - Done (Every single building in the game was improved, retextured, and future-proofed for the addition of road networks) ARTIFICIAL INTELLIGENCE Stone Gathering AI - Done (Needs Balancing & Testing) Wood Gathering AI - Done (Needs Balancing & Testing) Herbs Gathering AI - Done (Needs Balancing & Testing) Bush Food Gathering AI - Done (Needs Balancing & Testing) Cook Job AI - Done (Needs Balancing & Testing) Doctor Job AI - Done (Needs Balancing & Testing) Engineer Job AI - Done (Needs Balancing & Testing) Fisherman Job AI - Done (Needs Balancing & Testing) Forecaster Job AI - Done (Needs Balancing & Testing) Injury AI - Done (Needs Balancing & Testing) Hunger | Thirst AI - Done (Needs Balancing & Testing) Building Construction AI - Done (Needs Balancing & Testing) Engineer Building Repair A - Done (Needs Balancing & Testing) Transportation AI - Done (Needs Balancing & Testing) Nugget Children AI - Done (Needs Balancing & Testing) Nugget Reproduction AI - Done (Needs Balancing & Testing. Completely redesigned.) Farmer Job AI - 50% (Farm is getting completely redesigned. Less micromanagement.) Cemetery Worker AI - 0% (To-do) Courier AI - 0% (To-do) Nugget Resting AI - 0% (To-do) Clear Construction Zone AI - 0% (To-do) Epicenter AI - 0% (To-do) Pathfinding Improvements - Done UI Reimplementation - 60% Audio - 70% Controls - 99% Settings - 99% Performance Optimization - 90% Lighting - 70% Nugget Redesign & Optimization - Done Visual FX - 80% Animations - 70% Our goal right now is to get our new version into the same state as we were in V12, but with all the redesigned systems included. Once this is complete, we will need to readjust the game’s balance based on the new AI behavior. You should expect a few buggy releases after this process, so we’ll definitely be needing your feedback in the coming months as new systems roll in. Please don’t expect to receive an entirely new game upon the patch’s release. It might feel a bit shaky at first, but that is something we have anticipated and we want to work alongside you to patch things up as quickly as possible. Instead of giving you a concrete date, we’re going to keep updating you with the progress regularly. Feel free to ask us questions or offer some suggestions as usual. We remain 100% independent and motivated because of you, and together we’re building something truly special. The Universim deserves to be designed with love and care and so far we feel incredibly confident with what we have accomplished together. We wish you all a happy holidays! Remember, we’re not leaving you, though. We’re going be here getting fat in front of our workstations eating all the holiday food in the coming weeks! Thank you all, Alex Koshelkov & the Crytivo Games Team
  10. 7 points
    AlexK

    Update: What have we been doing?

    Sorry guys that we keep you waiting. Next week we will publish more info.
  11. 6 points
    Problem? I see only one solution: Monty Python-Bring out your dead! (Give the grave digger a cart and let him go to multiple locations if it's efficient)
  12. 6 points
    CM Mirror

    Patch Notes: Lizard Candy

    Patch Notes: Lizard Candy NEW PATCH - LIZARD CANDY IS NOW LIVE Whew! Hello Creators! Yet another crazy month has flown by, which means you can expect a generous helping of features that are sure to make your experience even more stable and exciting. We made a promise in the last update that we were going to concentrate more on the overall stability and hold our horses a bit on the new content. Well, we failed! Alongside a slew of bug fixes and optimizations, new content is making an appearance. A few new systems are sneaking in with this update, which we’ll be tweaking as time goes on. Firstly, the Happiness system will be used in a whole manner of Nugget subsystems. It will add even more personality to your beloved Nuggs. Also, you now have the option to send Nuggets scurrying to a Bunker during times of trouble. Of course, if you prefer, you can alternatively leave them out in the storm to test the effects of tornadoes on squishy mortals. We’re not going to tell you how to do your job, but knowing the facts will certainly help you make more informed decisions. For instance, it’s important to keep in mind that sending Nuggets to the bunker during earthquakes will simply result in a new mass grave for future archeologists to uncover. Well, if your civilization still has a future. We hope you all enjoy the update! Check out the detailed patch breakdown below for all of the changes, including improvements to the save/load and research systems: NEW CONTENT Happiness System "Life is like a box of Bloody Diarrhea Fruits." Nuggets are now susceptible to depression. Players will suffer a penalty for being cruel to the universe’s cutest creatures! Player actions and a Nugget’s surroundings can either make them happy or sad. If their surroundings are too depressing, the only way to bring their Happiness up from a depressed state is to give them some form of entertainment. Players can now build “Local Business” structures, which Nuggets can enter to be entertained. Nuggets will have 3 levels of happiness: Normal (happy) 100% - 51% Nuggets will look for entertainment when they reach 50% Depressed 50% - 26% Stop and weep for 10 seconds when 50% is reached. Critically depressed 25% - 1% Stamina drain 30% faster. Every minute, they drop what they are doing and weep for 10 seconds. Suicidal (happiness == 0) 0% No longer perform labor/occupations (they no longer weep every minute at this point) Four New Local Business buildings Nuggets restore their happiness by visiting these buildings. Lizard Candy Cowsmetics Massage Hair Salon This is the initial Happiness roll out. We will tweak this system over time. We will have more negative effects from buildings such as the Cemetery, Pyre, Factories, and so on. Nuggets won’t be happy to live or even stroll nearby to these. Additionally (soon to be implemented), Nugget Happiness can drop significantly if you pick Nuggets up and send them hurtling into space or a distant mountain. The family of that Nugget will be confused and deeply saddened for a while. Each dead body will need a proper burial ceremony if their family is to get over it. You can’t just throw their dead bodies around like garbage. There will be consequences! In the future, there will also be larger Entertainment areas, such as Roller Coasters, Movie Theaters, Malls, and so on. The Pyre can now be upgraded to the Pre-Medieval Age. This is unlocked with the “Oven...ing” perk. Bunker. You can now build a Bunker structure for Nuggets to hide in during disasters. With a Forecast Tower, the player can activate the town alarm and alert Nuggets to seek shelter. The Bunker is unlocked with the “Dew Forecasting” perk. New Evolution Perks Slow Burn Nuggets have evolved the ability to eat less food! Efficient Pipelines Water pumps produce significantly more water. Divine Stamina God-given stamina bonus makes Nuggets able to work longer without resting. Fishing Lures Nuggets catch fish much faster. Round Cogs Water pumps produce slightly more water. Power Naps When Nuggets rest to regain stamina, it takes less time. Dam It Water pumps produce slightly more water. Tactical Evisceration Fish gutting takes less time. Heauge Mahscles Increase Nugget might. Recreation Unlocks the entertainment buildings for Nugget happiness. New Creator Power: Now you can pick up and throw trees and stones. Hold the left mouse button on a tree or stone for a few seconds to pick them up. Cosmetic Village Props have been implemented. Nuggets now walk around construction areas during construction. Tree stumps have been implemented, they appear after tree was chopped. Tree and stones visual interaction while mining, chopping, harvesting. Chopped trees now fall with Real Time Physics. New fishing pier design has been implemented. New Evolution Tower Mechanics Improvements Evolution and Traveling Perks will be researched on independent queues. Research Panel: Double clicking on a perk will start Research automatically. Research Panel: Canceling perk research will now throw a confirmation box. Load & Save Improvements Now you can save multiple times during the game. You need to assign Nugget (Archiver) to the Archive building to have an autosave feature enabled. Your game progress can be saved every 15, 30, 60 or custom minutes automatically when building is functioning properly. Save file selection from the main menu. Now you can see dates, time and basic civilization information. You can delete and rename Save Files. The camera position is now saved. Nugget accessories are now saved properly. Active Wind Storms will now be saved as well. Construction resources Cleaning. Now, instead of destroying resources during building placement Nuggets will be tasked to clean area anduse gathered resources for construction. You can break resources when you hold them with your Godly Hands by clicking Left + Right mouse buttons simultaneously. A bunch of new Nugget Status Messages and thoughts added to the pool, reflecting new features and abilities. New disaster Alert Button added to the top Season Bar BUG FIXES Mayday: Fixed some bugs when a tornado destroys the Forecast Tower. Forgetful: Fixed confused/frozen Gravedigger. Misinformed: Fixed the incorrect values displaying in the Seasons panel. Winter is staying: Fixed an issue where Winters were abnormally long. Gruesome: Fixed an issue where ground blood textures appeared over Nuggets. Look the other way: Fixed an issue with Nuggets facing the wrong direction while harvesting resources for construction. This isn’t Moria: Fixed a bug where buildings could be set to be built inside mountains. Stagefright: Fixed a bug where Nuggets got stuck when trying to retrieve resources. Fetch the ladder: Fixed resource piles appearing in water or inside buildings in unreachable places. Posthumous infliction: Fixed a creepy bug where dead Nuggets could get infected by another dead Nugget. Loud noises: Fixed an issue where Nuggets freeze when the alarm is triggered. Slow dresser: Fixed Nuggets sometimes freezing in a loop in front of a building while switching clothes. Communication error: Fixed Gravedigger status messages. Did you hear? Fixed news message spam for tornado and windstorm events. Twitchy typist: Fixed the camera movement issue where movement occurred using WASD while typing into the input fields. Walk 500 miles: Fixed an issue with Nuggets too far away from construction sites and resources. Behind closed doors: Fixed a few issues that could occur while the game is loading. Leftovers: Fixed floating props when a Well is demolished. Diglett: Fixed a bug where the Gravedigger was not using the Pyre. Waterwraith: Fixed the Pre-Medieval Pump ghosting. Headcount: Fixed an issue with the correct children count value not displaying. Pretending to work: Fixed Nuggets working in an empty place after the construction process is aborted. Fishing accident: Fixed an issue with loading a saved game when the Fisherman Hut is built. Sniper: Fixed and improved the Nugget selector. Declassified: Fixed tutorials with the first Water Pump. If I recall correctly: Research will now reflect properly on the main HUD after Save & Load. Shhh, it’s a library: Fixed a Creator power issue where powers didn’t work as intended on the Archive building. Man fur: Fix for Nugget beards not updating in adulthood. Hold up: Fixed the Construction and Creator power panels issue when used while the game was paused. I wasn’t finished: Fix for issue when closing the Research panel before Perk animation ends. 3D glasses: Fix for live portrait render texture to avoid accessory clipping. Upside down: Fix for flipped settings buttons. Darkness: Fix for black screen issue on Linux systems. Double up: Fix for the glitch where loading music will start twice. Controlled demolition: Fixed some issues with the following buildings models during the demolition process: Farm (Pre-Medieval), Pump (Pre-Medieval), Water Reservoir (Pre-Medieval), Water Well (Pre-Medieval), Archive (Stone Age) Cinema’s closed: Linux builds will not use background videos anymore, to prevent rendering issues. One and done: Fixed an issue that was preventing players from submitting more than one bug during a game session. Work strike: Fixed an issue where Nuggets were no longer assigned to Key Buildings after loading a save. Premature disclosure: Fixed an issue where news messages were spamming behind the loading screen when the game was loaded from a save file. I heard you the first time: Fixed the notification sound repeating during the loading screen when the game was loaded from a save file. Not where I left it: Fix for when dead Nugget positions were not properly saved on the planet. Simply beneath me: Fixed a situation where Nuggets were getting stuck trying to pick up resources that were partially beneath a construction zone. BALANCE CHANGES AND IMPROVEMENTS Perk timers have been increased significantly to improve the game’s experience. Perk Resource Costs Perks no longer cost resources. Nugget Reproduction Time The rate at which Nuggets mate has been tweaked slightly. Nuggets can refill thirst in hospital, huts, bunker and local business. Separated Injury from health level Removed negative effects from Clothing & Primitive Tools perks. Tweaked Refinery resource processing times, should be faster now. Tweaked Nuggets priorities. Nugget should reuse resources that are already laying around instead of gathering New ones. Nuggets will try to gather food from bushes with more priority. Refactored Nuggets hunger, thirst, stamina, depression priorities (Nuggs should be smarter now) Refactored how priorities for wood and stone calculated, not it takes resources from construction areas in consideration. Increased Nuggets age slightly. In the future life span in a stone age will be shorter (waiting for additional content) ART ASSETS New building in pre-medieval era: Bunker. New building in pre-medieval era: Funeral Pyre. 4 new stone age entertainment buildings: Massage Palace, Cowsmetics, Hair Saloon and Lizard Candy. Tree stumps stay in the ground after trees are cut. Added 36 different village props that will be spawned around Nugget huts. New stone age Fishing Pier model. All building foliage optimized (culling added, it will not use system resources when zoomed out). Trees have new Collider shape (before sometimes they didn’t fall when cut). GUI ELEMENTS Added positive and negative affect in worker ID card to each stat. Water well panel has now bigger capacity. Added Alert to bug report window if you are not playing the latest version of the game. Visual update construction menu. Main Menu save and load option implemented. New panel for Archive building. Brand new panels for Happiness buildings. Evolution tower UI upgrade to hold two different perks research. MainUI evolution corner upgrade. Visual update god powers menu. Updated status icons. Added icon for Nugget going to archive and Nugget depressed. Added alert button to Seasons panel to warn nuggets about disaster coming. New panel for Bunker building. Minor fixes for god powers menu and construction menu visuals. New thoughts pools for Dead Nugget, Disaster Alert, Fisherman Idle, Engineer Idle, Engineer Reappearing huts, Nugget drinking, Nugget depressed, Nugget suicidal, Cook idle, Farmer idle, Forecaster idle, Gravedigger idle, Nugget injured, Witchdoctor preparing meds. Added descriptions for bunker and pre-medieval Funeral pyre. New UI panel for entertainment buildings. New icons in construction menu. New icons for statuses: depressed, critically depressed and suicidal. All buildings descriptions are updated. Icons for 10 new research perks. New icons in construction menu for bunker and small entertainment buildings (local businesses). PERFORMANCE CHANGES Improvements onUI, removed some unnecessary per-frame calls. Improvements on building stats queries, caching ticked references calls. Nugget Improvements: Added distance based animation culling (nuggets will not animate beyond a specified camera distance). Nugget Improvements: Nugget batch size lowered to 10 (from 20). This will improve rendering performance sooner, providing some relief every 10 nuggets, which will also reflect on a lighter batching process avoiding hiccups. Improved performance when nuggets placing huts MISCELLANEOUS New crying animation for Nuggets. Settings: V-sync is on by default now. New Nugget animation for Archive worker. Settings: Removed some legacy settings options. Settings: Overriding default settings for ATI cards, will have Shader Quality on LOW to avoid know graphics glitch. News Messages will be wider now, slightly less than half screen. Unlinked universe rotation from year duration, this affects day/night cycles. Now nights will not always match winter. Research Perks are not centered in the Evolution Tower Panel Improved Nugget Ai during disaster Alert Trigger., they should move to cover faster now. Birds textures decreased from 2Kpix to 256pix what the actual heck artists?! Tooltips updates in Nuggets ID Card. Day and night cycle is a bit faster now Bug report window now only working on latest versions of the game. KNOWN ISSUES Sometimes Nuggets don’t have bodies after load, only flying heads. We’re looking how to recreate this, please share additional info if you’ll come across this. Sometimes Nuggets Fly Above the ground - mystery for us too. Snow Cover deserts. We temporarily disabled Temperature Maps on the planet, refactoring entire system. Quite a bit of work for a small team, isn’t it? Your feedback and encouragement is our biggest motivator. Please continue sharing your thoughts, suggestions, and bug reports. Your kind words always brighten up the team’s day. Thank you all for your love and support! If you haven’t heard already, we would love for you to join us at our booth at Gamescom 2017 in Cologne Germany! All the Crytivo Superstars are going to be at the booth to personally shake your hand. Expect hugs for cheezy photos. You can find us at Hall 10.1, Aisle C Booth 071 Don’t forget to bring a small bag for free goodies, like t-shirts, posters, and more! Almost the entire team is going to be at Gamescom this month, and as such, our next update is probably going to be a little smaller. We can assure you, though, that we’re going to be doing a lot of brainstorming while sipping glorious German beers. That’s all for this update, folks. Be sure to follow us on Twitter for live photo updates from our booth! With Love, Crytivo Crew
  13. 6 points
    svenkill

    Opponent Civilizations?

    Opponent Civilizations? I've looked everywhere on goals and plans for the game but haven't seen anything on this subject yet. Are there any plans to have opponent civilizations on your own planet? Like maybe your initial tribe breaks off from your band of nuggets to start their own tribe across the planet and oppose you with fighting over resources, land, all out war? Maybe a civil war happens and your nation/tribe splits and you have to re-unite the world before you move on to colonizing other planets? I know there will be aliens and warfare further in the game. But, I haven't heard anything about warfare on Mother Planet or power struggle between nuggets. Love the alpha so far guys! I've watched this game evolve from the kickstarted 3 years ago and it's amazing to see a massive project like this evolve every month.
  14. 6 points
    Christoffer

    Astronomy?

    Astronomy? I got this idea about adding the building telescope and together with some others built up this idea. It would give you information about other celestial bodies (planets, stars etc) and might give you important information for later when you colonize other planets in the space era. During the ages you should be able to get more information with an improved linces. They might not give out to much information cause that would make it all to easy to colonize a planet! but maybe just a sneak peak of what is to come and which planets thats closest to you and look most promising perhaps? Now, something that looks promising from afar doesn't necessarily have to be any good for your nuggets, so you should probably not trust everything you see from the lince to 100%. By the fact that we have always been looking against the stars, shouldn't our nuggets? Maybe nuggets would build monuments and temples and from there they get an interest in the stars? Monuments could also give various boosts to nuggets thats close to them cause they get inspired. ——————————————— Perhaps even add a calendar if possible with time and all? Not sure how it would work out with dates since time can be something of an issue with how long months and seasons will take before switching and so on. But maybe something to think about for later.
  15. 6 points
    I'm sorry you feel this way but we simply wont have the save feature done by next week. While we are working on save/load, and it will make it's appearance once it's been finalized. it isn't something that is needed this early in the alpha stage and our development has been focused on other major tasks like the AI overhaul which was something we had to do before we could move forward. As for needing a save/load to test "late game mechanics" nothing beyond the stone age is even implemented yet. What we want you testing is the basics, how the AI reacts to tasks assigned, are the water pumps and farms working correctly after several cycles? Are resources collected and used properly? is re-population and death working smoothly and effectively? Are there any serious graphical errors, crashes or performance issues. All of those can be tested sans save/load..
  16. 5 points
    the_tunnel

    Is there a roadmap ?

  17. 5 points
    AceOfSpadez

    Thank you TEAM!

    Thank you TEAM! Good evening, I just wanted to create a post and say thank you to the devs. So far this game is all you expect an early alpha to be (considering I'm participating in 3 major ones). I appreciate the direction this game is moving in as well as the features. However, I mainly wanted to thank you for taking our advice, criticisms, critiques, and complaining to make this game function better, and still be great to play. I am excited to see how this game progresses, as I see it as a mix of sim city and spore (which could have been so great).
  18. 5 points
    CM Mirror

    schedule ?

    Our patch notes tend to hit the day prior or even morning of the patch. The team is still on track for a 28th release and we'll get those patch notes out once they've been completely ironed out.
  19. 5 points
    CM Mirror

    Update: What have we been doing?

    We should have some new info ready sometime next week.
  20. 5 points
    AlexK

    Update: What have we been doing?

    Don't count on it, sorry We're working hard on it, but it won't be released this week. I'll have a better update next week. Most major systems are almost ready, but we have a lot of smaller elements that needs to be updated. Sorry that we keep you guys waiting. We're working really hard right now, to release this update as soon as possible.
  21. 5 points
    not sure why anyone else would try and compete with this. Mirror, please just send me the first place prize. everyone else will be fighting for 2nd and 3rd. =)
  22. 5 points
    Pinccap

    future gameplay

    future gameplay So i started this today and god, do i love it. (pun intended) but where is this heading. its fantastic to be able raise a new civilisation from scratch and continue to advance. But what then? we will obviusly decimate our beloved planet earth (why is it called earth? i mean nuggets on earth is like humans living on an ice cream) and move out. Then what happens? will we find a new sacrifice to our greedy nuggets. landing on and decimating a new plannet in a matter of days due to our superior tech. Then leaving just another corps planet in our wake. then the next one faster then the other mutilating the entire univers, what then ? whats the plan for the end game where do we settle and will i have to step in and micromanage every plannet assault or start macromanaging the planets? this will result in loss of my touch whit the beloved nugget "Idaho" Please do think about the future do not let this fall like "No mans sky" where do we want to end up? how will the gameplay be after 10 hours, 100 hours 1000 hours? yes people will get there, not today not tomorrow but one day. or will we need to restart new eras on every plannet. how long will the conquring of evrery plannet take. BUT most important, will i be able to mix the nugget master race with alien peasents?
  23. 4 points
    This. Honestly at this point I wouldn't be upset if Graveyard became automated. What I mean by this is you can still be required to keep a nugget employed at it but just remove the body gathering mechanic all together. Just have them teleport to the grave and maybe put a little funeral animation or something. This would eliminate a LOT of problems. If you want to keep the illness mechanic just make it something random that people get, like how tornadoes randomly appear. The breeding in this recent patch feels like it spend up again. In the previous patch it felt better...slower is better. I can't imagine a stoneage population booming as fast as it currently does in game. If I think of more I will edit this post and add to it. I admit I don't use Pyres often because I don't like the idea that a resource that isn't renewable yet like wood goes into burning the bodies. I haven't checked lately but I recall it being cheaper to just build another cemetery. I like the idea that nuggets can be seen on a graveyard but if you think about it is that really going to matter once we get to space age? Maybe we should just increase the limit the graveyard can hold to something huge like 50 nuggets, have a plaque with the names you can view and just give it a new graphic.
  24. 4 points
    Kerby84

    Patch Notes: CHUPACABRA

    Thank you. This patch is the most awesome so far. Regarding the godly powers and disasters and bunkers.... A "Bunker" System seems a bit ungodly in my opinion. At least in the early stages of the game. Now that we have the beautyful faith tower - this seems like the place to be when a disaster is approaching. if you have faith, god will protect you. why shouldn't nuggets search for shelter there? The corresponding god power could be shield of faith which consumes faith over time to protect your nuggets from every disaster. you as god could decide if you fullfill the wish for shelter or simply ignore it and let your poor nuggets die while they search for shelter near your faith shrine.
  25. 4 points
    socman

    I Won the Game

    you dont win until you build everything...and then have tornado destroy it all. =)
  26. 4 points
    Reverend0120

    Game seems tedious..

    Game seems tedious.. I've been playing the updates for a few months now and the game seems to be leaning towards micromanaging tedium. In a god game where the goal is to have a civilization advance far enough to travel to other worlds, it seems a little ridiculous that there has to be a certain amount of buildings, run by a certain amount of nuggets, in order to function. I'm absolutely thrilled that I don't have to assign someone to pump water. The eatery, for example, has one worker feeding a few patrons at a time, but that means that I have to make sure the eatery is placed close enough and that there are enough possible laborers to run it. The same thing with hospitals. In one game, I had a nugget nearly die of thirst because he felt the need to deliver his resources before drinking (great! I needed the resource), then got distracted for an unknown reason, and finally decided to go to the nearest well. Unfortunately, he was a fisherman so the nearest well wasn't close. In another game, a diseased nugget refused to go to a hospital because it was too far away. I'm guessing because there is no indicator what is "too far". They ate at the eatery right next to it, but didn't take the extra steps for treatment. I spend more time planning the location of service buildings that I usually end up with other issues. Perhaps a little more autonomy for the nuggets would make a difference? Maybe a template to where they construct buildings, or making the buildings service a larger area without the need for the individual nuggets to visit each and every one of them? Being such an early state, I am also assuming there will be some way to start a new tribe or group elsewhere on the planet. Might be a little easier if each one could specialize in a type of resource like mining, farming, fishing, hunting, etc. Then they could trade with each other. Right now the game feels nothing like a god game where I am caring for and nurturing a civilization; it feels more like a 4x strategy game with god powers to take the edge off the difficulty. I don't feel connected to the civilization, I feel as removed as I would playing a city simulation. When something bad happens, like a bunch of people die because of sickness, disaster, whatever, I don't feel bad for my civilization, I feel frustrated that it seemed unavoidable.
  27. 4 points
    Sargasso

    Pathing Needs Major Work

    There are a great many things that need work in this game, hence the alpha state. I do agree that it is frustrating at times. I also agree that they could add some simple fault-state-detection. I even think they should add some funny catch-all animations to it as well (let them die with a twitchy leg whilst emptying their bowels). I do not agree on the sentiment about lost games though. Again the game is unfinished. Just play it a couple of times after each update and hope they continue to progress. Every update will bring new game-breaking things, that is why we are here; to press the bug-button.
  28. 4 points
    amigacooke

    Patch Notes: V0.0.15 Windy

    Looks good, but still no save?
  29. 4 points
    Patch Notes: V0.0.14 Paragon Here we are again! We’ve brought our usual (rather lengthy) list of updates with us. We’re finally back on track after our painful migration process, and we’re super happy to start adding new content to the game. Let’s just chat about one small thing before we dive into the patch notes: save and load. We hate to say it, but it’s not going to make it in this patch. However, this is priority number one right now. Our team is working hard to get it up and running without a ton of bugs strapped on for the ride. It’s a very challenging and complex task due to the nature of our procedural environments. Usually, a save and load feature isn’t particularly difficult to implement in games that have more static content, such as pre-designed levels and maps, as well as certain time-of-day lighting characteristics and so on. It comes down to how our game was designed. In The Universim, everything is dynamic: the weather system (and seasons), object distribution on the planet, building placements, etc. All of these need to be stored correctly. You don’t want to boot up your save to find your Eatery atop a mountain that was never there in your previous game, for example. We know how frustrating it can be to play the game without a save/load function. We really feel your pain, as we also have to test the game and run it from the beginning on a daily basis. This shows how important a save/load function is, even for us, and also how many problems we are encountering to get it up and running. We hope you understand, and we cannot apologise enough that it has taken us longer than expected to get it working. However, there is some good news. The save and load function isn’t going to be like other games. It has become an interesting feature, one that we think you’ll love it. We’re also happy to let you know that we’re pretty much done with Stone Age! We know it’s been a long time coming, but the Stone Age is the primary testing platform for our simulation engine, Prometheus. Most of the core elements have been implemented in this Age, and we’re finally happy with where it’s at and we’re ready to move on. Grab your drinks. Let’s celebrate! Alright, back to our updates. There are a few highlights in this patch: DISEASED AREAS What’s that smell? You guessed it! Dead Nuggets, from here on out, will generate a diseased area around their corpses if nobody takes their bodies to the Cemetery and performs an appropriate ceremony. This involves clapping three times before moving one’s hands in a circular, counterclockwise fashion; kissing the tombstone while peering longingly at a sack of fish; and then quietly whispering the lyrics to everything’s gonna be alright. Naturally, the ceremony isn’t a crucial element, but Nuggets are a superstitious bunch. Diseased areas will infect healthy Nuggets that are unfortunate enough to come too near. After a Nugget’s corpse is removed from the area, the contaminated zone will linger for a small while before disappearing. FUNERAL PYRE Speaking of smells, something is definitely cooking! We heard that you weren’t happy with how fast Cemeteries were being filled up (considering the amount of space they use), so we have added a new option to facilitate the passing of your beloved Nuggets. Introducing Funeral Pyres, an ‘advanced’ Stone Age technology that allows you to incinerate friends and family alike. Funeral Pyres consume wood for the burning process (fires are pretty difficult to get started when you actually intend to set things alight) and each Nugget corpse will take a certain amount of time to cremate. Funeral Pyres are prioritized over Cemeteries by default. Therefore, if you have an empty Cemetery and an available Funeral Pyre at the same time, a Nugget’s body will be delivered to the Pyre. Of course, if solving problems with fire isn’t really your thing, you can always turn this building off and allow the elegant and somewhat beautiful Cemeteries to grow around your Epicenter. This is the initial implementation of the Funeral Pyre. We are also developing a family system, which will gather a dead Nugget’s family together beside the Funeral Pyre to say their last farewell. Funeral Pyres will also affect Nuggets living or working nearby, causing their Happiness to drop. NUGGET ACCESSORIES Nugget fashion is on the rise! They’re looking rather fancy all of a sudden. Well, it’s functional, at the very least. Nuggets now have access to accessories. These items are added to them based on the task/job they’re currently assigned to. This not only looks impressive, but it also helps you to identify what kind of job a particular Nugget is doing. Accessories will be updated as your civilization advances through the ages. NUGGET ANIMATIONS See those moves? Our artists have been working on them day and night. Tons of new animations have been added to the Nuggets. Even though it’s difficult to see, Nuggets are doing things like bending their knees and grabbing stuff with their toes, among other additions. Nuggets now also ragdoll during (and presumably after) death. We also did some of the initial work for the system that will allow you to pick them up and throw them around like you’re training for the new Nuggetball season. Hey, it’s your civilization, and you’re kinda their god, so who are we to judge what you do with your once loyal and loving subjects? COMPLETELY REDESIGNED FARMING No, we didn’t create marvelous innovations that will take the field of agriculture to new heights. However, we did change farming mechanics dramatically to minimize the micromanagement that plagued the previous iteration. We introduced a new Farm in our previous update, Shadow Patch, but it still needed some work. Now you can plant not only the juicy fruits with the delightful characteristics you’ve come to know and love, but also helpful new herbs. Keep in mind that certain herbs might make Nuggets feel a little strange. These are for medical purposes only! Introducing them into daily meals is a very bad idea. Farmer Nuggets will also have to take better care of all crops. Without the appropriate care, crops might wither and produce far less food. Crops now use water based on their biome preferences as well. For instance, if a grassland crop is suddenly forced to grow in the desert, more water will be required. AUTO-ASSIGNMENT TO KEY BUILDINGS We know you’ve been wanting this for some time now. You know what? It’s yours. When Nuggets decide to quit their job, purely for health or family reasons, of course - not because you’re bad manager or anything - their slot will automatically be reassigned to a new Nugget by our personal eye in the sky (not one of yours). You no longer have to worry about refilling slots when someone checks out early. If a Nugget decides it's done, let the system handle it while you have fun. Now that’s an above-average jingle! WAREHOUSE Store it or lose it! The Warehouse is another new building in this patch that will finally offer you new voids to fill. This is only a simple implementation right now. It will be linked to more functionality later. This building will be heavily utilized for production in the future. Food and building materials (such as cement, glass, bricks, etc.) will be delivered from Factories to Warehouses. NUGGET STAMINA Just listen to them snore! Nuggets aren’t the undying workhorses we wish they were. They can get tired and drop to the floor to recharge their batteries. The amount of hours you get out of them depends on their make and model. Comfort plays a significant role in their lives, as it does for anyone, which entails that using a rock out in the wilderness as a pillow is likely not conducive to a good night’s rest. It would be far better if they can head home to the slightly better rocks they use as beds. Nuggets that rest at home will be more productive. FISHING SEASONS No more hover boats for these sneaky Nuggets. Previously, you probably noticed Fishing Nuggets scooting their boats along the ice like they were smothered with butter. Well, there will be no more of this particular silliness. With the introduction of Fishing Seasons, fishing stops during winter to give the lakes a chance to melt. Make sure to collect as much food as possible before the brutality of winter comes. Additionally, Fishing Nuggets look snazzy in their new outfits. However, they look less great when bobbing up and down face down in a lake. Take care of them! SEASONS Have you ever felt colors before? Well, now you can. With our new season improvements, the entire planet is more alive and dynamic than ever. Trees will change their appearance based on the current season, with their leaves turning into a lovely shade of red during fall. However, they look particularly leafless during winter. The Universim has a very complex lighting system, so our engineers spent a ton of hours delivering these gorgeous, dynamic visuals. It’s extremely difficult to work with the lighting on spherical worlds, but we’re proud of our achievements in this area. Overall, the lighting system has been dramatically improved. This includes improvements to the sky, which will reflect seasonal change as well. We hope you’ll enjoy the new sights! IMPROVED AMBIENT SOUND SYSTEM Some legends say that if you listen closely enough, you can hear the planet turning. Give it a go and report back to us. Planets in The Universim are not only dynamic in visuals, but also in sound. Every biome will now have a unique ambient sound scheme specifically designed for it. They are linked to both the seasons and the day/night cycle. Everything sounds different based on the conditions around you. Our team will continue to work on improving the game in every area, whether this be gameplay, visuals, or sound, you will always have a more refined and enjoyable experience delivered to you every month. TECHNICAL PATCH NOTES ALPHA V.0.0.14 PARAGON BUG FIXES Crop HP now changes after the crop is fully grown When a Farm has no water, the Farm will no longer operate Resolved an issue where the AI did not shift focus after a building was destroyed Key Buildings are now prioritized in constructions based on the queue they were placed in by players Issues with Nugget resource collection fixed Resource collection particle effect bug resolved (rocks are now less prone to explosion) Buildings will now correctly cease operation if the global water consumption exceeds the production Fixed an issue where the fire effect was not properly removed after destroying a Cemetery Population auto increase after placing water pump in tutorial Cooking progress is now correctly shown Fixed an issue where the version number wasn’t displaying in-game Fixed dust showing behind stones in graveyard Fixed UI scaling in 4k resolution issue Fixed residential hut panel not showing Fixed camera spinning issues when following objects Fixed Epicenter wrong placement sound on settings screen Fixed issue with Audio Manager volume Fixed issue where dishes didn't disappear if Eatery was destroyed Fixed issue where music cuts off when game speed is increased Fixed missing art/graphics for resource piles Additional camera improvements (V2) Various audio tweaks Fixed an issue where if a Nugget died while fishing, that specific Fishing Pier no longer functioned Fixed an issue where boats would not despawn after a Fishing Pier was destroyed Fixed an issue where medicine preparation progress wasn’t showing Fixed an issue where Eatery eating/drinking progress wasn’t showing Creator light now turns off during the day. The position has also been normalized. Nuggets no longer continue working when buildings are destroyed Eateries, Farms, and certain hut model scales fixed Fixed: aborting construction was not properly clearing construction zones Buildings and bushes now properly receive lights Fixed an issue when Nuggets were trying to drink from a lake and happened to get stuck Nugget ragdoll stretching fixed Nugget bodies are now properly destroyed/removed from the game Culling of Nuggets no longer bugs out when game time is paused Fixed: Nugget names changing randomly Missing Farm statuses and other text fixed Dishes now disappear if an Eatery is destroyed Particles rendering behind objects fixed Fixed: Nuggets were not prioritizing water from Eatery, but instead were going to Well Fixed: News feed was not updating properly Fixed: building names were not changed properly based on player input BALANCE CHANGES AND IMPROVEMENTS Get your priorities in order: Changes in Nugget Priorities between Residential and Key Buildings. Should be more balanced now. Just look at how much you’ve grown: Real-time values are now shown when hovering the cursor over crops in the Farm Put your back into it: Increased repair time for Engineers One of each: First children on the planet are now always male and female Blissful childhood: Children no longer experience the troubles of adult life. Their vitals start decreasing only when they become adults. Hamburgers>fruit and vegetables: Nugget hunger bars don’t fully fill when they eat raw food. Only cooked food makes Nuggets 100% full. Now that’s a tasty beverage: Drinking from a Well or lake will no longer fill a Nugget’s thirst bar completely. Only Eatery beverages will fill a Nugget’s thirst to 100%. Be more specific: Nuggets no longer carry any more or less than 5 points of resources Do you even lift? Global Nugget Might increased. They build and mine things a bit faster now. Slow metabolism: Nugget hunger and thirst degeneration rates decreased a bit. Changes made due to changes with food and water satisfaction factors. No more minutemen: Time taken for mating increased At least buy me dinner first: Family formation conversation time increased What’s that smell? Diseased areas start appearing around corpses 240 seconds after death You missed a spot: Diseased areas will disappear 60 seconds after a corpse is removed The years are getting longer: Full season cycle time increased from 32 minutes to 40 minutes. We wanted to give you more time to build a Farm so you can plant crops before spring or summer. No need for rations: Initial Epicenter food amount increased to 10 from 5 Just another lemon tree: Added extra food bushes to the planet Nature’s bounty: Increased food on food bushes Dust-to-dust: Increased building degradation rates over time Slow recovery: Increased healing time in Hospitals They call this a job: Increased fishing time. Superior evisceration: Decreased fish gutting time Over the legal limit: Decreased amount of fish that can be caught by Fishing Nuggets at once to 3 Watch where you’re going: Initial Nugget injury will only occur after 900 seconds in the game Clumsy little things: After initial injury, Nuggets will be injured once every 600 seconds Good things take time: Cooking time increased a bit Master brewer: Eatery beverage brewing time decreased based on a new water satisfaction factors Well, well, well: Well water quenching capabilities decreased to 10 in a good area, based on a new water satisfaction factors There’s only an I in repair: Maximum number of Engineers that can repair one building decreased from 2 to 1 Hammer time: Added strength bonus to Engineers (+3 to their Might) when they build Gotta make it deeper: Gravedigger ground digging time increased by 5 seconds Light ‘em up: Funeral Pyre now needs 25 wood for one Nugget body Cooking preparation time varies: Funeral Pyre cremation time divided into 5 steps, each step takes 10 seconds Happy birthday: Nuggets will have a higher chance of dying of old age after they turn 40 years old. There will be a 15% chance of dying each year following the age of 40. There will be blood: Nuggets will begin bleeding if their health falls below 79%, which can only be stopped at a Hospital The wonders of the body: Nugget health will regenerate if it is at 80% or above Trickle effect: Nugget health bleed time slowed down to 0.1 per second Architectural innovations: Tweaked building health and resource requirements based on new Nugget Might changes ART ASSETS New accessories for job classes are implemented: Food Gatherer Wood Chopper Stone Miner Fishing Nugget Witch Doctor Cook Cemetery worker (Gravedigger) Farmer Builder Added new instruments for resource extraction and collecting food Hammer Axe Hoe Scythe Added different capes according to job classes Backpacks and baskets for resources delivery are added Resources and food for backpacks and baskets filling Stone Wood Fruit Herbs Fish New Warehouse building is implemented Funeral Pyre building implementation New herbs for Witch Doctor concoctions Paddles for boats New animations for Nuggets are added: Sleeping on the ground Gathering from bushes in to the basket Harvesting crops with instrument Swimming on the boat using paddles New hut mating animation Improved Snow Particles UI DESIGN News archive panel items: removed ‘place’ when event happened since there is no way for proper localization Main Menu exit game confirmation alert implemented Added News Triggers for spring and fall Fixed animations in all panels when speed was changed to +2 or +4 (animations were too fast) Farm panel: added growth time when hovering over growth speed circle. Updated statuses for crops. Changed color for herbs to white, crops are pink. Funeral Pyre panel implemented in the game Unable to change name of Farm, Well, and Reservoir fixed Fixed reservoir and pump UI mask artifacts Moved demolish button to health bar Added turn off/on building in top bar Implemented Warehouse UI Engineers hut, Farm, Eatery, Fishing Pier, Forecast Tower, Hospital, Cemetery, Funeral Pyre, Water Well, Water Reservoir, Water Pump - updated panels. Added turn on/off button and moved demolish button to health bar. Unified font to hold only 3 sizes, which will be reflected in settings UI. Added new messages and thoughts Construction menu updated: added icon for Warehouse and Funeral Pyre PERFORMANCE CHANGES Improved performance for cloud generator Better Nugget culling system Improved lights and shadows Planet shader surface performance improved Tree season shader performance improved Improved building LODs Planet gravitation system improved MISCELLANEOUS Exit game alert Added Icon indicator when building is in a bad condition New Icons ZZZzzz when Nuggets are resting Nuggets can be clicked more easily when they’re in buildings or close to one We now show plot conditions on mouse over New Nugget thoughts New News messages Added Icon when Nuggets get sick Settings for border or border less window modes Audio volume tweaks Resource mining particle FX improvements News messages for season changes Confirmation dialogue at game exit KNOWN ISSUES Nuggets stand too far from resources during mining (use the force, Luke) Snow shader on the ground looks kinda meh Dead Nuggets sometimes have icons above them from when they were once alive (ghosts!) Nuggets mate inside of unfinished huts (can’t wait?) Children can get injured (dammit, Billy) Sometimes Nugget animations look glitchy (she call me Mr. Boombastic) Engineers might attempt to repair buildings that have collapsed (they’re a little late) Sometimes Nuggets can’t reach destinations where resources needs to be dropped (over glass or snow, the postal service here will not go) We hope the squashing of so many bugs brings you great joy. These issues were resolved quickly, thanks in large part to our new AI system and improved engine. We spent quite a bit of time on the project cleanup, as you probably remember, and it’s paying us back tenfold already. We’re spending less time hunting nasty bugs and using this extra time to bring you new content instead. We will continue pushing hard and delivering new content to you every month. Speaking of months, March has been a great one! We’ve got a lot of new fans, thanks to the awareness being spread by content creators. We’re extremely happy to see their excitement and positivity about the work we’re doing. However, the support and encouragement that all of you give us still means ten times more. We love you all! Thanks again for having our backs. Now, it’s probably best we get back to work. We also wish you all a happy April Fools’ Day (releasing a patch on April Fools’ probably raises a few concerns, but don’t worry, everything here is 100% honest. Seriously, don’t overthink it. There’s nothing hidden in the patch notes above). Stay frosty out there ! As usual: join our forums, report bugs, and leave your suggestions and opinions whenever you can. Your feedback is extremely important to us. All the best, The Crytivo Games Crew
  30. 4 points
    Hello Creators!! Prometheus V0.0.13 Shadow Patch Initial Release Hello, ladies and gentlemen! It has been - dare I say it - quite a while since our last patch. Tons of work has been done by our amazing engineers in that time, and we cannot be prouder of the effort they’ve put into the game these last few months. Basically, we redeveloped the entire game engine (Prometheus). Many of our esteemed team members describe the process as being immensely fun, despite the tears in their eyes. Every aspect of the game was retouched and optimized for our future needs, which will allow us to implement new features at a faster pace and keep everything far more stable. No more will we need to fear breaking a fundamental game play mechanic should someone so much as sneeze. The beast, as they say, is more or less slain. On top of all the stress, bugs, and instabilities that we had to fight along our journey, we also experienced a few truly amazing things. The wives of two of our team members (Alex K and Sebastian) gave birth to new life just a few days before the patch was supposed to be finalized. You can imagine the surprise as two of our most important members were suddenly whisked away to join their loved ones in their respective delivery rooms at almost the exact same time. Soon, two healthy and beautiful Nuggets were born. Meet Theodore Benedict Koshelkov and Bianka Bielecki. Now we have hands-on access for our research into sophisticated baby AI! Even with all of this craziness surrounding us these past few weeks, we still managed to work on the project on a daily basis. It’s just that some of us had to make a decision between sleeping after a night of soothing screaming infants or continue helping our team to smooth out the latest build. The choice was obvious. We continued pushing to our absolute limit, and today we’re happy to say that we’re almost ready. Now you’re probably thinking, “Oh, there’s that ‘almost’ again!” NO, we assure you that you will not have to wait any longer. The reason we use the word ‘almost’ is because we’re changing our delivery system somewhat, calling it a Shadow Patch Release. What that means is, you’ll have to make a few changes in order to access it. We’re doing this for a good reason, because we think that this version is quite raw. We’ve mentioned the many changes we made to the game (no, really, tons of things beyond your wildest imagination were fixed or updated) and we suspect that there might be more than your fair share of bugs, imbalances, or simply things that we could have missed in our tests. So, as a result, we don’t want to greet you all with what could well turn out to be a slightly...inconvenient experience. Instead, we want you to help us test out the new engine (well, the new game, really) in a separate environment and share your experience with our community on the forums. Our goal with this release is to get back to where we were in our previous build, but with all of the new goodies packed in. These include additions such as the completely new AI system, planet generation system, and a whole host of new 3D models (which look glorious, by the way). We want to make sure that you understand that this build is probably going to be unstable, alongside a good helping of bugs and unexpected occurrences. This is a huge part of our mission: to rid the game of such nuisances. We had our fantastic Insider QA Team putting in a tremendous effort to hunt these down during the last phase. They are our community volunteers who sacrificed their personal time to make your experience better and support our team in amazing ways. We would like to take a moment and thank them for their incredible help, dedication, and passion. They are: Ryan Artz, Benny Heylens, Luke Roberts, Jordan Malas, and Jared Williams. We have recently instituted a new Internal QA Team, and these individuals have been eagerly awaiting their chance to begin testing the next build. Now, they finally have the chance to do so. The Internal QA Team is going to have earlier access to upcoming patches and will help us make them far more stable. The team consists of our awesome forum volunteers, and if you would like to become one of them, please let us know here. Please report any bugs you come across or share your opinions and suggestions with us on our forums at: https://forums.theuniversim.com/index.php?/forum/72-v13-prometheus/ Alright, enough talking about how tired we are and how our poor souls are not getting enough rest. Here’s how you can access the new patch: Windows PC instructions Go to the directory where you installed the patcher and locate the file named version.txt. Open this file in any TEXT editor (Notepad or Notepad++ preferred). Do NOT try to open it in any office-type editors! MAC OS X instructions OS X users, please take note: this file is located inside the patcher`s file bundle and you will have to edit it manually using a nano editor like that from command line: nano ~/Desktop/The\ Universim\ Launcher.app/Contents/version.txt (This is assuming the launcher is located on your Desktop) General instructions Change the line with the "url" variable from this value: url = https://edge.theuniversim.com/updates/ to this url = https://edge.theuniversim.com/internal/updates/ Note - in your case, the url might begin with "http" instead of "https". While both will work we suggest you always use "https". 2. Save the changes and run the launcher - it will find the v13 build and patch your current version to the latest build (Prometheus). Please note: you can roll the launcher back to v12 using the same method - just remove the "/internal" part from the url variable. Additionally: in the event that you want to rollback changes, i.e. go back from v13 to v12, you have to delete your settings manually by deleting the file ~/Library/Application Support/Crytivo Games Inc_/The Universim/TheUniversim.Settings,json (Mac) %APPDATA%/LocalLow/Crytivo Games Inc_/The Universim/TheUniversim.Settings.json (windows) Steam Instructions (For Kickstarter Backers ONLY) 1. Find The Universim Game in Your Game Library in Steam 2. Right Click on The Universim Game and chose Properties 3. Navigate to BETAS Tab 4. In the section "Enter beta access code to unlock private betas" Enter following: motherplanet . 5. Hit CHECK CODE 6. From drop down menu, select branch with the name insiders 7. Enjoy! This should be everything you need to access the latest build. If you have any further questions, don’t be afraid to ask. Now for the patch notes! We have outlined the most important changes to the game. Overall, there are so many more: PATCHNOTES ALPHA V.13 PROMETHEUS New Content: Initial Animal System implementation Added: Birds now have the ability to form flocks Rewritten Prometheus - planet generation engine. Faster planet generation, better optimization. This allows us to make planets bigger and render more objects in less time. Preparations made for road and save/load systems. After this release, save/load will be on our highest priority feature list. New AI: The entire AI System was scrapped and re-implemented from scratch. Every single Nugget action was reevaluated and redesigned in order to make them feel more natural. Our goal in the future is to continue working on Nugget AI behaviors, improve their education, and give them better tools with which to evaluate their situation and make proper decisions. The latest AI implementation is far more dynamic and flexible for future needs. Evolution tower building has been placed instead of the Epicenter (This is the foundation for the new Research System which is already in development and will be released within the next few patches) Epicenter expansion system reworked Completely new pathfinding system. Smarter, faster! Clicking and dragging building/construction sites don’t open the building panel anymore. Additionally, when placing building, clicking and holding will cancel the placement. Windowed mode added to settings screen Camera controls improved Localization for planet objects New Weather System including clouds, such as rain clouds with new thunder effects and rain and snow particles Buildings have a new transparent ghost effect when being placed under blueprint mode Building tilt force: buildings lean when the mouse cursor moves in any direction New construction scaffold mechanics. Scaffolds will begin being built when Nuggets deliver resources to the construction zone. Scaffolds will be fully constructed once all resources are in place and the construction is ready to be started. New Nugget animations: Dying Gathering from bush Chopping Mining Grabbing Walking with backpack Drinking while sitting Drinking from Water Well Drinking from Lake Eating while sitting Eating while standing Idle Patient Idle Walking Walking with plate Walking while injured Talking Listening Running Hugging each other Repairing Farm planting Farm harvesting Witch Doctor healing Forecaster climbing stairs, blowing horn, observing Eatery cooking Fishing Hut sailing, fishing, gutting Cemetery crying, walking with stretcher Nugget Thoughts: You can now read a Nugget’s thoughts by clicking on their idea card. These thoughts vary depending on what they’re doing and how they feel. New 2x and 4x time speed up functionality New News System implemented. Now news can be shown using only icons or with full text All messages are also color-coded now. Slider for changing that option has been added next to the news archive button. News will also now scroll if the text size exceeds the window. Links in news stories now work as well. Renaming capability added to buildings: Constructors hut, Cemetery, Eatery, Farm, Fishing hut, Forecast tower, Residential hut, Pump, Reservoir, Well and Witch doctor hut. Farming redesigned from the ground up. Now every crop has a preferred biome. They grow faster and use less water if within the correct biome. Crops are now planted during spring only and each has a different growth time. Farm water usage now based on the selected crop and the biome it’s growing in. For example, if you plant Panda Brains in the desert biome instead of the grasslands (preferred biome for this crop), it will use 50 water instead of the usual 25. Crops now also need regular care. They have a new condition bar that depletes over time. Farmer Nuggets will care for and help crops recover over time if needed. If the Farmers can’t keep up, some crops may die (like if there’s only one Farmer Nugget tending the crops). Overall, farming has been adjusted based on your feedback. Our goal was to lower micromanagement while making it more interesting to utilize. Please keep in mind that farming is still a work in progress and we need your feedback and suggestions to get it just right. New planet physics system: allows us to have Nuggets rag-doll in the future New optimized camera: it now conforms to the geometry of the planet’s surface. No more clipping through the ground or flying through objects. Also optimized for tall buildings such as Skyscrapers and Towers. All game settings were reviewed and rewired. Let us know if you have any issues with some of them on our forums. Structures Shader and mesh update on cloth components to emulate wind blowing on structures Some structures now light up after dark. Currently only residential buildings. Rest of them will be updated soon. Fixed issue causing black spots on some buildings due to normal direction being out of range Structure Placement Construction menu ghoster update. Shader provides you with a glossy shape of the building. Highlight ghoster. When placing a building, all objects that are affected within the construction zone will be highlighted. Nuggets Multiple Nuggets are combined into a single skinned mesh to allow for more at less of a performance cost Shader completely rewritten to allow for the combined Nuggets to keep their individuality in colors, clothing, decorations, and other various elements. New way of managing colors allows for many variations of Nuggets under a single draw call When Nuggets die, a ghost-like spirit will leave their bodies Water Frozen water now depicts a better normal map Samples cube map to break up environment reflections a bit Calibrated freezing so water won't distort during biome temp changes Trees Implemented higher-quality shader on trees to improve visual appearance Adjusted mesh normals to scatter light correctly Added a pass to the shader to smooth trees a bit more with needing to rely on post-processing Trees now pull texture information from a 2D texture array that is built during planet generation. This prevents redundant texture information from unused trees not on your current planet from filling up memory on the gpu. Tree color is now sampled using a newer method allowing more color variations on all the trees on a single planet New planet shader complete revision Added support for normal maps Near and far distance texture blending to remove tile pattern from far distance Reduced snow brightness on day side preventing some items from being visible Added HSL adjustments that could be used down the road for various things such as planet editor, etc Environment Lighting on a lot of planet objects have been resolved to prevent various things such as trees glowing at night and objects changing color dramatically as you rotate from day and night Art: Two types of Birds added - new models, animations, and mechanics. New Stones New Mountains New Nugget Haircuts and Clothing New Fruit bushes Updated models: 11 New Residential Huts with Night Illuminations Eatery Witch Doctor Hut Constructors Hut Forecast Tower Cemetery Water Pump Water Well Reservoir Farm Fishing Hut Updated foliage for buildings New mountains and stones models New scaffold models and mechanics Clouds new visuals and mechanics New model: Evolution tower Updated Nugget animations New Nugget animations Nugget death and soul flying animation UI Design: Removed patch notes info from MainUI (available only in settings screen and main menu) Updated main menu, settings menu, loading screen, and esc menu. Font changed to Proxima, added some new elements, rearranged others ;). Added localization. New simplified tutorial with new visuals News panel have now fixed height scroll bar, so it won’t shrink anymore if there is a ton of messages Empty worker slots now have glowing assignment animation in all panels Main Interface: Removed mating slot, because it is no longer relevant. Added play/pause and speed up (x2, x4) buttons in seasons panel clock. Worker ID card: minor visual modifications. Updated font. New farm panel is implemented Well and Reservoir panels have a new font as well MainUI: updated button animations God light will be automatically turned off when entering day zone Modal alert implemented. All alerts are now localized. Construction info panel has now updated font Cemetery panel: updated font, made a few major visual updates to support the font. Fixed Gravedigger assignment slot. Construction menu has a new font Fishing hut panel has new font as well Nugget list panel has updated font. Also added Last Name column and changed background. Redesign of Constructor’s Hut panel Constructor’s Hut: added new extended tooltips Worker ID card has Nugget renaming capabilities. Added Last Name input. Cemetery: added new extended tooltips Farm and Forecast tower: added extended tooltips Residential Hut: additional tooltips Pump panel has new font Construction menu categories are displayed on Hover instead of on Click New button added to mainUI - GoHome: clicking on Epicenter window no longer works New shader for Nugget model in Nugget ID card Updated status icons Performance Changes: Mountain LOD groups implemented Rock formations culling Planet terrain optimization Planet objects now grouped in chunks, this allows us to have better performance with higher object density Loading time optimization: 2x faster Added LOD groups to all buildings Planet atmosphere effect optimization New Star System implemented (preparation for Planet Discovery started) Nugget bone structure simplified and optimized: better performance with better visuals Known Issues: Missing water FX from pump when pumping water Planet generation bug: sometimes planet can’t be generated (loading bar will stop and game won’t start). Game restart is required. Creator power menu and functionality are temporary disabled Buildings don’t have decals Buildings may be placed skew/above the ground - this is due to the missing fit to surface system Nuggets are not visually removing resources when a new building is placed. Instead, resources are disappearing. Sometimes AI might not be able to find the correct path to a destination Sometimes the game freezes while loading Entering ESC menu during the game might introduce some issues with the UI Nugget animation can be jittery at times Nuggets stand too far from objects they interact with Most of the Nuggets are missing accessories/tools What’s Next Load & Save system has been in production for some time now. Unfortunately, our happy boat hit a few sharp stones hidden underwater. It has been given the highest priority and we want to assure you that it’s coming soon. The dynamic nature of our game, particularly planet generation, is making loading and saving quite complex. Evolution Towers: this system is the next major feature on our plate. Right now, all buildings and abilities are unlocked immediately when you start the game. With the Evolution Tower, you’ll have to go through the progression system. Nuggets will learn new abilities, create new technologies, and unlock new buildings over time. Building upgrades: these help lead your civilization into the next era. You’ll notice that some buildings are already prepared for this, based on locked slots and other things. Nugget Missions: more info on this soon! Story Narration: you’ll learn more when you hear it Hunting Natural disasters And more... Mini Blog Bradley Mcninch The migration over to the Prometheus build has been a very intense but absolutely necessary task for us. The dev team has been working their fingers to the bone migrating data and resolving the problems that were holding us back in the old system. During this time, the art team has been working on various new assets and improvements since it would be senseless if we stood around and watched the engineers do their thing. These assets include new meshes, animations, textures, UI elements, and laying the groundwork for various elements to be implemented throughout the production of The Universim. I have been keeping up with the art team as well as resolving the issues that bottlenecked us in the art pipeline in the past. Performance: In this patch, you may see higher requirements on the GPU side. This is due to shader variations being set to their highest quality settings. My goal for the month of March is to have all of these properly implemented in the quality options menu to improve performance on lower-end machines. Various things have been completed, such as revising how texture information and other visual elements are being used to improve performance and reduce overhead. One example is how Nuggets in the past required a skinned mesh component and were using a material instance on each one. We have revised this to combine batches of Nuggets together and use a single shared material between all of them while maintaining the customization and variation on each. This allows us to put around 20 Nuggets under a single draw call and potentially allows Creators to produce a more active Nugget population without the GPU exploding from having so many skinned meshes to render. Anyways, I can keep going with pages of information on what has been going on these past couple months, but I have to get back to finishing a couple critical tasks that need to be done by the end of the day today. We want to thank you all for your support and I hope that when the dust settles, we meet your expectations on the production of a great game. Thank you all for your amazing feedback and support for The Universim. Our team is head-over-heels in love with the community and the project itself. We would also like to thank our team of engineers, artists, and other talents for the amazing work that they’ve done. They are hard-working people with a crazy amount of dedication. In our future updates, we will start introducing more of our team members to you. They are great talents, and we would like you to get to know them a little better. Stay tuned to be blown away by their greatness in the future! Naturally, none of us can live up to your awesomeness, but give us a chance to try. Thanks again for your patience and support! Your friends and family, The Crytivo Games Team
  31. 4 points
    CM Mirror

    Abandonware?

    We're so busy working on the patch for the end of the month that we forgot to take the banner down!
  32. 4 points
    jmgia22

    Multiple Nations

    Multiple Nations Once your nuggets colony gets too large they may split off into seperate nations. Maybe through random events (revolt, civil war, etc.) or they go off and colonize a completely far off part of the planet and start their own nation
  33. 4 points
    socman

    Pax South and V13!

  34. 4 points
    CM Mirror

    Suddenly this doesn't look like ...

    nahhh... It'll be fine. you'll be fine everything is fine.
  35. 4 points
    AlexK

    Any ETA on next update?

    Hi, we know you guys have been waiting for a while. What we're doing is very complex and we want to make sure we're doing it right. Right now most of the features are ready and what we're doing, we're connected all the bits and pieces together. It's a bit abstract work in terms of predicting when it's gonna be done, I can easily say that we're close to 80-85% done. Overall, we're planning to have things ready closer to the end of January beginning of February. A lot of things were redesigned, 100% of all assets in this short time. Entire a system is 100% brand new, planet generations algorithm is new also. Overall, we pretty much migrated entire project and things are much more clear and organized now. Again, sorry about the wait and thank you for your patience. Our team work really hard to release this update as soon as possible.
  36. 4 points
    Hello Creators! Its getting colder, the leaves have turned and fallen,the Gobblewobble has been eaten and the nuggets are preparing for a very special time of year. They bring boxes and boxes full shiny bobbles, strands of sea glass and mother of pearl shells out of the storage huts. The children gather the last of the sweet-tart frost kissed berries for pies. All are busy, but whats this? The nuggets have forgot the most important thing, decorating the winter tree to bring good tidings for the new year! Oh no! what will they do? They can't have the Winter Festival without the tree! Can you help them? Can you find an alien tree and decorate it for them in time for the winter festival? From now until December 31st we'd like you to design and decorate an alien tree for the nuggets. The wining tree will be included in the game! You can use stock images for decorations but make sure the tree its self is your own creation! On Jan 1st, we will hold a community poll to vote on the 1st 2nd and 3rd place trees. All participants in the contest will receive a participation badge and the winner, 2nd and 3rd place will also get a badge! We will also be awarding anyone who posts durring the month of December a festive badge! Posting in ANY thread on the forums will award you this badge, it does not have to be in a specific place. Along with our winter festivities we'd like to invite you to check out our inclusion in IndieDB "indie Game of The Year" roster. We've been nominated again and need your vote to secure a win! Have fun and be creative! We can't wait to see your trees!
  37. 4 points
    AlexK

    Update: What have we been doing?

    I understand and there is nothing wrong about that, I'm a gamer myself and I saw big and small companies fail. And that's why we're extremely careful with our promises and overall how we manage our budget. We're staying 100% independent, not signing devil contracts with Publishers or Investors even though we had some attractive offers. As long as we have your guys support we would be fine and we're not asking for more! Thanks again for amazing support and trust! P.s. My English is also horrible, hope you guys don't mind )
  38. 4 points
    im more excited for this update then i am for actual Christmas.
  39. 4 points
    AlexK

    Update: What have we been doing?

    It's not playable yet, we're finishing it up and will let you guys test it. Most of the systems are ready, we just linking things together, we're very close!
  40. 4 points
    Ok so here is my tree it sucks really bad but it's the taking part that matters XD
  41. 4 points
    AlexK

    future gameplay

    Hello Creators! Thank you for the positive feedback and I would love to give you some answers to your questions! First of all the planet you start playing on called "Mother Planet", nowhere in the game we call it "Earth" so It's not "Earth" :). There are also no Humans/People on the "Mother Planet" you're playing with Nuggets - Unique species, that was designed with familiar shapes and needs. We want the Mother Planet look and feel familiar, but we don't want it to be 100% similar to planet Earth. All planets in The Universim will have set amount of Natural Resources such as: Gas, Oil, Metal and etc. These Natural resources are not replenishable! So once they have been used up, that's it. The bigger your civilization grows the more resources they'll use. You can slow down usage by researching green technologies and other tech to maximize your resource use efficiency, but initially you'll be forced to explore other planets and start transporting Natural Resources from those planets back to Mother Planet, that is if you'll decide that the Mother Planet is worth it Otherwise Nuggets can just abandon it and let the planet die off. Our Goals is to not have an END GAME or GAME OVER screen, where you win and exit game. We're developing dynamic systems that will help us challenge you more and more as you progress. We're gonna automate some production as you evolve in order to not overwhelm you with micromanagement. When you'll reach Space Era the game will be more concentrated on Interplanetary management. It's a very challenging process and that's why we're staying 100% transparent with you guys during the development. We want you to raise a red flags for systems and features you dont like earlier in development vs showing you what we have done at the end and realize that all this time we were out of touch with our fan base. Please continue sharing your ideas and concerns with us they're helping us shaping up The Universim in a right way! Thank you,
  42. 3 points
    Here are my thoughts regarding features in question Cemetery Either make them a lot smaller or increase their capacity a lot bigger (x100). In every game I end up having a town surrounded by three or four cemeteries which take a lot of space. I would suggest handling corpses as other resources were free nuggets will deliver them to the cemetery. Possibly making it a family task (spouse or next of kin). This resource should be handled with certain priorities to avoid disease spreading. Make it so that if a nugget dies to far away he is lost and nobody will go look for him, maybe his family will mourn him since they didn't recover the body. Either remove the gravedigger position or give it the following responsibilities: His job is to free space, merge tombs etc, tend to the beauty of the cemetery. Making other nuggets feel that their lost ones are treated with respect. Keep it in order to make it a bottleneck for burying corpses (see my comments on pyre). Pyre Handling the dead shouldn't be a key worry for a god game, so I think that having two buildings for dead management with similar functions is too much. So I propose using them for different situations. Pyres should be temporary buildings used in times of urgency (plagues, wars, natural disasters). When the cemeteries are not burying fast enough it is time to build one. So the gravediggers would be the bottlenecks here. Alternatively remove them completely and add them as an added features for cemeteries. This would be an acceptable option I believe. Reproduction Well, I think this should be handled via a family planning kind of system. Basically as a civilization advances families tend to have less and less children, so I think this should be what the game should use. In fact maybe this should be a researched science or some type of cultural achievement where the families start having less and less children (up to a minimum of course) In this case Matchmaking wouldn't help a lot, but maybe the god could inspire the nuggets to have less or more children in general. I wouldn't make this power at a nugget basis, but more to the civilization in general. Bugs I would definitely tackle AI bugs first, I get many games ruined by errors in AI. Specifically (i have videos of the first two if required): Nuggets failing to give up the resources they are carrying to a building in construction. Pathfinding around mountains and bodies of water sometimes fails and nuggets end up going all around this objects to get things that can be reached with a more direct path. Stone huts placements. I don't know if this really causes issues but today for example I had a stone hut built right at the door of the hospital. I think the hospital was still accessible anyway. I would review the buildings upgrade system, I had a situation on the previous patch where I had studied the upgrade of water pumps and due to so many buildings getting created I suddenly got a water shortage. I couldn't build anymore pumps since I couldn't use the refineries and now pumps required refined resources to be built.
  43. 3 points
    Unforked

    I Won the Game

    And with Lizard Candy I can almost reach 70! This is the best, least buggy, and most stable build yet by far. Devs are crushing it lately! Not perfect, of course, I'll still get the "everyone freezes" thing sometimes, but for the first time I feel like I can "just relax" and play without worrying too much about freezing nuggets. Now I hope they increase refinery output a little more. It's extremely hard to get pre-medieval buildings completed even with 2 working wood and 2 working stone refineries running.
  44. 3 points
    Adrone123

    Black & Pink

    @Christoffer @unix88 @Ali_Army107 @Timecop2017 Yea this has been the top priority bug for MAC users like us on the Universim. It only appears to be occurring with the MAC book pro late 2013/2015 versions. It's a shader issue and the devs are currently working on it.
  45. 3 points
    15.46 Ho hum... wasted my time Nice to see the little changes and introduction to the Perks and research tree. However once a population of around 50 was reached and the same old dead body contamination mechanic starts to kill off your budding civilisation, it was time to stop playing and wait for the next update. I was pleased to see all of the changes, but I still felt like I had wasted a couple of hours of my life.
  46. 3 points
    Ereketh

    INFLUENCE NUGGETS!

    Perhaps "ceremonial burial" should be the first step in religion- with gravenuggets evolving to "priestnuggets" Possible building additions: Shrine (which would have to be researched, and built before any other religious bulding) Idols of different kinds- maybe only a certain number per shrine. Different kinds of "animal" idols would allow one to diversify or add "competency" to Nuggets. Maybe one type of idol would make crops grow faster, increase yield, or reduce chance of crop failure Perhaps another for healing? Some suggestions for examples only: A "reindeer idol" would give bonuses to hunting, and later weapons development A "sheep" or "goat" idol would add bonuses to pastoralism/herding or later, fiber working A "dolphin idol" for fishing (increase catch/harvest) and maybe later, navigation? A "cow idol" for leatherworking, but maybe later to "building wagons and roads" And we could only choose to build a certain number of idols.... Or maybe building a herding idol means we can never build a hunting idol. So, later, if our hunters feel ignored, they go off and join a splinter group (heretics) or found a different city elsewhere. Maybe that will encourage some level of conflict or competition between the two groups that would spur certain technologies. Or perhaps not. Maybe this would just allow us to choose bonuses or benefits for our Nuggets in certain areas of tech- but we are limited to a certain number of benefits for each age we progress through. As our religion evolves, then we choose more benefits to be active, and others would be less important as time went on. So perhaps stoneworking is important in medieval ages- but not so much later. Another option is to let us build all of them- but limit us to a certain number in a certain age- or certain population. Only one idol per 20 nuggets? Then we only get certain benefits that expand as our population grows. That way, people who enjoy playing using fishing and gathering can benefit just as much as someone who enjoys building farms quickly- and customize the game dynamics to their playstyle. Later, these "priests" could become the "rulers" or "KingNuggets" if a theocracy- or perhaps choose the "kingnugget" if a monarchy. But devs, I really do want a "poke nugget" button so I can move "stucknuggets"
  47. 3 points
    Hey there! My name is Yevheniy and I am developing a city-building game named Ostriv, in which you build and manage cities in late pre-industrial era. The events take place on a fictional island, where the player despite all troubles has to build a prospering state. The gameplay is somewhat similar to classical city-building games: you plan the buildings placement and fulfill the needs of constantly growing town, make decisions about agriculture, production an trade. Although Ostriv has some unique features to stand out from the genre (sure it has): – detailed economic simulation and human behavior There's a strong emphasis on interaction with your citizens. People in game act like people: they have their own motivation, needs and skills. Citizens will take jobs only if they are satisfied with them (or they are desperate). They can sell goods and services to each other on the local market. Wealthy citizens could start their own business in your town and hire other people. You will need to influence your city by means of setting prices, taxes and various policies. Each decision will certainly lead to some reaction of the society. - trade You can conduct negotiations with other cities to conclude the most profitable trade agreement. Explore nearby cities by sending messengers to find more import and export possibilities. – transport For more effective resource transportation inside the town or for outer trade you will need vehicles. Wagons, fishing boats and wheelbarrows could be built by a local carpenter or to be bought from outside. The breeding of draft horses and oxen is also required to move resources as well as for cultivation of fields. – unrestricted building placement There’s no any kind of grid or angle restriction for placing buildings. Any building could be placed on any angle. Building on slopes is also available. – roads modeling Dirt roads are formed in a natural way at places, where people move the most. You can build paved roads for more comfort and better aesthetics, but they’ll be used only in case of reasonable placement. – dynamic seasons change – a unique visual style inspired by Ukrainian architecture and way of life Would really like to hear your thoughts and/or suggestions about my game! Official website: http://ostrivgame.com If you like my game, give it a like on Facebook and follow it on Twitter. You can also subscribe to my subreddit: /r/OstrivGame/ ! Thanks!
  48. 3 points
    AlexK

    Any ETA on next update?

    Thank you guys for all of your trust. We will really feel horrible if you guys will dislike something, we're very sensitive devs) and warm words always make our days brighter.! Thank you,All!
  49. 3 points
    A public schedule of features being implemented (non-programmer intelligible of course) probably on Trello. The same method that the Subnautica devs use. It would create greater and immediate transparency on where things are with upcoming updates and milestones.
  50. 3 points
    Volkeva

    Update: What have we been doing?

    A good way to make nugget reproduction more "natural" would be to apply the same concept of the nuggets judging their situation by basing their need or want to reproduce on how satisfied their other needs are. This would help prevent resource usage from spiraling out of control, and is more reflective of real world situations (the better a community of people is doing, the easier their population grows). *EDIT* Some examples of how nuggets could "reason" reproduction: What is the current housing situation like? How well fed are the existing nuggets? Would our current food stocks/supply chain support additional nuggets? Do we need more nuggets for unfulfilled job positions? Is our god being a huge dick to us?
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