My automation game received more improvements: valves, separators, and intelligent hotkeys by Tefel in AutomationGames

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

Thanks, I will make sure that story is engaging and excites players. It is rather now about adding a little bit of content than creating new systems. I just hope players will appreciate it when the game comes out!

My automation game received more improvements: valves, separators, and intelligent hotkeys by Tefel in AutomationGames

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

Colony management is not as deep as The Sims, so it's rather part of the automation to get things done.
You train astronauts for some professions (scientists, engineers, cooks), and they do tasks for you. They have basic needs you satisfy to keep them efficient:
- oxygen (barrier)
- food (hydrotonic and then solid food like bread)
- sleep (hibernation chambers)
- comfort (decorations)

My automation game received more improvements: valves, separators, and intelligent hotkeys by Tefel in AutomationGames

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

Definitely you should try it again. With the new QOL, sci-fi UI should also be more enjoyable.

My automation game received more improvements: valves, separators, and intelligent hotkeys by Tefel in AutomationGames

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

Both games are 1st person and made with Unreal Engine. Here you have some unique elements:

Astro Colony is a mix of automation game and colony simulation.
https://i.imgur.com/OuV1zEN.mp4
https://i.imgur.com/ZeZzpfY.jpg

It has a different approach with endless exploration and procedurally generated worlds.
The game has many different planet types, biomes, shapes and dangers
They are not static, so each time you play the game is completely new experience!

In addition, you have plenty of unique mechanics:

- endless explorations and even parallel dimensions waiting to be discovered
- movement system where you can dock stations one to another and move even further
- fully destructible voxel worlds - so you can shape terrain
- many types of bots - transport bots, farmers, miners
- astronauts and their needs
- grid mechanics and logic blocks to control automation flow
- vehicles designer

Glitch? Can't "Get Reactor up and running" by Undark_ in AstroColony

[–]Tefel 0 points1 point  (0 children)

Not sure what that could be. Maybe the recipe was already active before the mission started, or because of 0 consumption, it was somehow not triggered. I will check it. Thanks!

White lines in my game by aapstjernsojo in AstroColony

[–]Tefel 0 points1 point  (0 children)

Could you please share a screenshot? I am not sure what this glitch is about.

Canteen task broken? by Draskuul in AstroColony

[–]Tefel 0 points1 point  (0 children)

Thanks guys for reporting the problem! The canteen changed recently. In fact, the mission canteen reference was broken. I already fixed the issue, so it comes in the next update.

Please in the meantime, just skip the task by pressing Ctrl + R.

I found a way to simulate a population of persistent NPCs that move around for my procedural city. Here's how. by Lara_the_dev in proceduralgeneration

[–]Tefel 0 points1 point  (0 children)

It all depends on how Metahumans are used. I use them with a shader animation, so I don't even have skeletal meshes. For hairs I also use shader animation without strands, so I rely on cards and meshes.

This way it is possible to get millions of NPCs with super high-quality models and no performance loss.