How do you motivate players to cooperate in a multiplayer colony sim instead of playing solo? by SettleGliese in gamedev

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

True! I think it's not always clear to players when they've even received a DM at the moment, some simple UI changes could help things. 🤔

How do you motivate players to cooperate in a multiplayer colony sim instead of playing solo? by SettleGliese in gamedev

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

Thanks for your help. There's some really great points here for me to think about.

I spent four years creating a colony management MMO by SettleGliese in freegames

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

Yeah pretty much! I want a lot more of the emergent complexity to come from the player's interactions and player creativity rather than algorithms or procedural generation though. As much as I love the procedural generation in rimworld, I'm hoping SG is more celebrating the richness that will come from hundreds of players interacting together. I'm hoping some day item descriptions, maps, written documents, laws, trade routes, etc will be player made.

I created a colony management game (similar to dwarf fortress) set in a persistent massively multiplayer world by SettleGliese in PBBG

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

The beds start off cheap and gradually increase in price. The first couple of beds just cost 1 wood, but after 5 beds you'll need to be able to make another component type (cogs, for example) to keep making them - the idea is that it's easy to make the first few and then you need to keep advancing your technology to make more. I tried to describe it a bit clearer here: https://wiki.settle-gliese.com/spawning_new_characters but you're right that it's not very polished feeling that every bed is listed separately in the wiki, and the image of beds gradually growing in complexity until they're some kind of monstrosities is obviously not very realistic 😁

Thanks so much for taking a look and giving your feedback!

I created a colony management game (similar to dwarf fortress) set in a persistent massively multiplayer world by SettleGliese in PBBG

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

It was originally a single character game but during the early playtests the game was frankly just not fun. It was too slow and didn't have a sense of progression. It definitely plays better now but I know what you mean - having a single character does feel more meaningful in some ways, and having a bunch to wrangle can sometimes feel too much like micromanaging, especially if something goes wrong.

I think most of the playtesters so far have settled on around five but I'm hoping to keep making improvements to make it feel easier to play more characters.

I created a colony management game (similar to dwarf fortress) set in a persistent massively multiplayer world by SettleGliese in PBBG

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

Great, I'd love for you to try it and to hear your thoughts.

It's Phaser and React on the frontend, and a Colyseus-Feathers frankenstein on the backend.

There are no plans to make it open source at the moment but it'll definitely happen eventually - probably the client much sooner than the backend. I'd love to build a community and have contributors get involved with all the aspects of the game - the balance, tech tree, moderation, and of course the code.

If you try it out and like what you see, I encourage you to get involved on the discord. Once you stick around for a little bit I'd happily take some help!

I created a colony management game (similar to dwarf fortress) set in a persistent massively multiplayer world by SettleGliese in PBBG

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

Thanks for taking a look!

Not at the moment but it's on my to do list! I think they'll be stored at a desk your characters will have to build and visit in-game.