Starmancer red alert5/18/2023 I've also had a colonist unable to walk to the shuttle with no explanation - there was a perfectly clear path from the colonist to the shuttle, but he just couldn't walk there with no explanation. Problems like these existed during the initial release and they still exist as of Hotfix Patch 0.1.44-260821. I've had one colonist get stuck behind another the only solution is to manually move the colonist in front to resolve this little traffic jam. I had some serious problems with the game during its first few weeks such as workstations randomly not working and storage areas seemingly being ignored by colonists.Īs I've previously mentioned, the game's pathfinding system has some issues. Starmancer has a solid underlying design, but it's marred by issues that prevent you from reliably taking full advantage of its systems. Bugs are to be expected in an Early Access release. I have no idea what caused this problem or how I can prevent it, and that's frustrating. An error caused the game to shut down, but no error code is provided. It will be one of this game's key strengths once everything is working well - but we're not quite there just yet. This part of the game is a little rougher. My colonists had pathfinding issues - some of which were quite lethal, especially when they involved unpressurized areas. That one issue aside, the building system offers up a lot of opportunities for customization. Of course, all of this depends on the building system. You can create storage "zones" on the floor to start. You'll eventually expand to more specialized storage systems for holding liquid, food, or more mundane items such as metal ore. Storing and producing items is easy enough, too (at least in theory). In-game tools easily allow you to manage the schedules of your colonists and determine what they will or will not work on, although you'll have to do a bit of early game research to unlock it. Starmancer nicely avoids this pitfall with its design. Unfortunately, not all games give you the tools you need to get the job done. It will be one of this game's key strengths once everything is working well - but we're not quite there just yet.Ĭolony sims are all about efficiency and organization. Just like on Mod DB, Indie DB hosts an annual awards competition to commemorate the best released and upcoming projects on their site.The building system offers up a lot of opportunities for customization. All the back-end was the same, so really it was just a new domain and an official blessing to developers who wanted to share work on their own game projects. ![]() Indie DB was born in 2010, practically as a re-skin of Mod DB. In the eyes of Mod DB’s founder Scott Reismanis, this warranted a separate website dedicated just to indie games. By the end of 2000s we saw the success of Xbox Live Arcade, the rise of Steam, and launches of indie favorites such as Braid, World of Goo, and Gish. Together with other hobby developers and smaller studios, they fueled the emerging indie gaming scene. With time, many modders moved on to make their own games. Counter-Strike was built on top of Half-Life, DotA started as a map in Warcraft III, Team Fortress was a mod for Quake, The Stanley Parable released first on ModDB for Half-Life 2 … ![]() Plenty of popular titles started as mods first. Mods were a great way to extend the life of AAA purchases, often bringing completely new gameplay to the table. The mod database started back in 2002, quickly becoming the place to go for various fan projects tied to big franchises. ![]() ![]() If you haven’t come across it yet, Indie DB is a sister site of the older Mod DB repository.
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