• Register

This member has provided no bio about themself...

Comment History
SnapperTheTwig
SnapperTheTwig @ [Watch] Dev Diary 17: Gunplay Improvements + New Dungeon System!

I wanted something that would pop-out in the distance and make players think "oooo what's that?"

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

PM Sent ;)

Good karma+2 votes
SnapperTheTwig
SnapperTheTwig @ [2x Video + Article] Dev Diary 13: City Building, Zoning & Reward Buildings

The unlock requirements and rewards are all defined in lua (specifically scripts/common/special_buildings.lua) so in principle you can mod it to do whatever you like. Same with perks.

I do like the idea of unique rewards that give you a special ability. Seeing as the game is a blend of genres its best to leverage this as much as possible, such as a building that improves your combat ability.

In regards to a "recycling center"... I do have (medium term) plans for a pollution mechanic, so perhaps a more appropriate reward would be a global pollution reduction?

Good karma+2 votes
SnapperTheTwig
SnapperTheTwig @ [Watch] Dev Diary 10: Missions and Co-Op

>Throw in empire building elements like fronts, production and supply and runners and protection.

I like this idea! I do agree that some kind of smuggling/illicit trading system would be great, so I'll consider it

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Robocraft 1.0 OUT NOW!

Oh wow, congrats mate!

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Major Update II: New Trailer & News

Important: If you have an old version of the demo installed (such as 0.2.2 or older), install it before installing the new version (0.4.26-DEMO)! Otherwise it will create a duplicate install.

If you are trying this for the first time it should be fine

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Major Update II: New Trailer & News

Zip the logs directory and email it to VoxelTurf@gmail.com, and I'll get on it

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Major Update II: New Trailer & News

The demo has been updated on VoxelTurf.net

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

Oh yeah, I've got a lot of things I still want to do. There will be more info on that near or after release

Good karma+2 votes
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

There are 2 ways to make buildings - either manually placing them, or using SimCity style zoning which will place buildings manually.

Population generation is from a pool of predrawn textures that fit the location, for example suits in offices. You can mod in extra textures or use custom skins for your character

The city generator currently does not spawn bridges, you can build them if you have two road tiles 11 lots apart. It does spawn causeways on some maps though

Some missions are randomly spawned (such as kill bandits in X building), some missions are scripted (meet a character, do a task). I'll go through this in detail in a upcoming dev diary

The "singleplayer server" - The game works by using two exe's - a client and a server. This means that multiplayer and singleplayer code is identical and easy to maintain. The singleplayer server is a server that is set up when you start a game that is locked only to you and not advertised or broadcasted anywhere

Also sorry for keeping you waiting ;)

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

It took a while, but it's finally done ;)

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

There is a random city generator in the current internal build

Good karma+2 votes
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

You get to build (or destroy) cities too ;)

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

As much as possible - you can currently add or change NPC skins, NPC scripts, bot AI, new shops, new textures, new missions, number of textures, new blocks, custom circuit blocks, custom events for colliding with blocks, etc, etc. A lot of the game logic is done in Lua.

You can currently add/change vehicles, but you can only really adjust the stats and appearance of existing vehicle types.

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

This is my design for mod support:
Mods will work by placing files in a "mods" directory, and these files will be loaded in preference to game files.

For instance /mods/my_mod/scripts/general.lua will be loaded in preference to /scripts/general.lua if "my_mod" is enabled

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Dev Diary 2: Economic Engine (Part 2) - Desirability, Safety, Insurance, Repair and Custom Buildings

Thanks for your support! :)

On the Steam page there is a very rough roadmap. I'm also going to be posting weekly updates here

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Dev Diary 2: Economic Engine (Part 2) - Desirability, Safety, Insurance, Repair and Custom Buildings

Hey, thanks for giving the demo a try!

I really like your idea of subways but they would be very (probably too) complicated to code up. I really, really want to make surface railways but it won't be until post release. No promises yet, as that could take weeks to do and I don't want to delay the game!

The Steam Greenlight page is probably the best place right now to talk about the game until the Community Hub goes live.

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

Sure! There is a two part article coming out soon with an in-depth look at the city building economy.

Good karma+1 vote
SnapperTheTwig
SnapperTheTwig @ Voxel Turf

@syco98
Thanks!

Good karma+1 vote
Level
45%
Gamer
7
Avatar
Avatar
Last Online
Country
Australia 🇦🇺
Friends
Become friends
Member watch
Follow
Comment Statistics
Posts
20
Per day
0.0
Mentions
0
Games
10
Articles
10