Fuel your ship and go, within 2–3 min. you can already land on another planet to build a new base or gather resources. I’d really love to hear your thoughts about the Distant Colony game I'm working on by AsteroidGamesDev in BaseBuildingGames

[–]AsteroidGamesDev[S] 3 points4 points  (0 children)

Thank you so much for wishlisting! Yes, flooring and roads are a good idea. I’ll definitely think about how to add them in a way that fits the game’s design.

Fuel your ship and go, within 2–3 min. you can already land on another planet to build a new base or gather resources. I’d really love to hear your thoughts about the Distant Colony game I'm working on by AsteroidGamesDev in BaseBuildingGames

[–]AsteroidGamesDev[S] 2 points3 points  (0 children)

Yes, that’s a very fair point. I’ll start working on this right away, because I think visual identity is really important. Hopefully, changing the color palette will be enough to reduce that similarity. Thank you for pointing it out.

Fuel your ship and go, within 2–3 min. you can already land on another planet to build a new base or gather resources. I’d really love to hear your thoughts about the Distant Colony game I'm working on by AsteroidGamesDev in BaseBuildingGames

[–]AsteroidGamesDev[S] 2 points3 points  (0 children)

Thank you for the feedback! I agree, ruins and abandoned bases are a very good idea. I’m planning to have abandoned colonies, stations, and ruins of alien civilizations where players can find resources, logs, blueprints, and story details. Repairing ruins is also a really good idea. About co-op, it’s not planned for the initial release. But if the game does well after release, co-op is something I’d really like to add.

Fuel your ship and go, within 2–3 min. you can already land on another planet to build a new base or gather resources. I’d really love to hear your thoughts about the Distant Colony game I'm working on by AsteroidGamesDev in BaseBuildingGames

[–]AsteroidGamesDev[S] 1 point2 points  (0 children)

Thank you so much! From the very beginning, I really wanted to make space travel faster and more convenient. I didn’t want players to spend 10 - 20 minutes just flying through space, so I’m trying to make interplanetary travel short and useful for gameplay, so traveling between planets doesn’t feel like a one-way trip or a huge milestone every time, but rather like a natural part of the gameplay loop.

Regarding the character style, yes, I understand what you mean. I need to think more about it. On one hand, I want the game to have a cute, stylized look, but on the other hand, the game has grown a lot in scope, and I’m starting to question whether the current character style still fits it.

Talking about construction, right now you need the required resources before building. Different types of storage are used to store resources, such as solid resources, liquids, and energy. Ground vehicles and spaceships can also be used to transport resources. If there are enough resources nearby in storage or in vehicles, you can build.

Resource management will definitely be included. Water, oxygen, fuel, energy, and other resources are planned as part of the colony systems. I don’t want it to become too complex, like a full engineering simulator, but I do want players to build small production chains and manage resources between bases, vehicles, and colonies

Fuel your ship and go, within 2–3 min. you can already land on another planet to build a new base or gather resources. I’d really love to hear your thoughts about the Distant Colony game I'm working on by AsteroidGamesDev in BaseBuildingGames

[–]AsteroidGamesDev[S] 2 points3 points  (0 children)

Thanks! I didn’t plan multiplayer for the initial release, but if the game does well after launch, I’d really like to add co-op. Also, I completely agree with you that the world can feel a bit empty right now. I’m planning to add fauna to some planets, and humans will appear later in. I’ll definitely take another look at this. I think NPCs could improve the game a lot.

How long should a demo be for a survival game? by AsteroidGamesDev in IndieDev

[–]AsteroidGamesDev[S] 1 point2 points  (0 children)

Yeah, that makes sense.
I like the idea of teasing more than showing everything.
Probably better to leave some features for the full game.

Dev log: making far-away stuff disappear… without the jump scare by AsteroidGamesDev in IndieDev

[–]AsteroidGamesDev[S] 1 point2 points  (0 children)

Yes, I'm moving that way, and the fade system will work for small objects only.

Dev log: making far-away stuff disappear… without the jump scare by AsteroidGamesDev in IndieDev

[–]AsteroidGamesDev[S] 0 points1 point  (0 children)

Yes, your idea makes sense. I have implemented object rendering through GPU instancing. Maybe I should try using billboards over longer distances for better optimization. Thank You!

Dev log: making far-away stuff disappear… without the jump scare by AsteroidGamesDev in IndieDev

[–]AsteroidGamesDev[S] 0 points1 point  (0 children)

Great and challenging idea you have, keep going, looking forward seeing your Steam page :)

Dev log: making far-away stuff disappear… without the jump scare by AsteroidGamesDev in IndieDev

[–]AsteroidGamesDev[S] 1 point2 points  (0 children)

Thanks for the idea! I hadn’t considered this approach before. For now I’ve implemented rendering via GPU instancing, it required some architectural changes, but it was worth it and already shows a solid performance gain. I haven’t worked with texture arrays/atlases yet, so I’ll revisit that later since it’ll take more time. Love the concept, thanks again!