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Game designer. Author of Designing Games (O'Reilly). Formerly on BioShock Infinite. Working on Eclipse Colony with Ludeon Studios. I also like bacon.

Comment History
Tynan
Tynan @ RimWorld Alpha 11 - Sappers and Traps released

Thanks Tassadar :) I'm glad you've enjoyed it!

Good karma+2 votes
Tynan
Tynan @ Starhub

Intriguing!

Btw you can 'publish' your changelog; this way it will be a bit better formatted for mass Internet consumption.

Good karma+3 votes
Tynan
Tynan @ RimWorld

Yep, if you get it now you'll also get all updates up to and including the full game.

Good karma+2 votes
Tynan
Tynan @ RimWorld

Yes, there are identical Windows/Mac/Linux versions.

Good karma+2 votes
Tynan
Tynan @ RimWorld

To everyone - thanks!

Good karma+4 votes
Tynan
Tynan @ RimWorld

There are PayPal widgets at rimworldgame.com

Thanks man :D

Good karma+3 votes
Tynan
Tynan @ RimWorld

Pre-alpha in november, see the Kickstarter.

The tile engine wasn't that painful, really. Generating and updating the section meshes is tricky but nothing uniquely difficult. Unity in general has worked out well.

Good karma+2 votes
Tynan
Tynan @ RimWorld

Probably.

Good karma+3 votes
Tynan
Tynan @ RimWorld

Yeah, I understand the criticism. Check my note on that in the Kickstarter page. Short version: it's temp, we're changing it once we get an artist.

Good karma+2 votes
Tynan
Tynan @ RimWorld

There's currently no system for apparel, so there's nothing to show.

When we do get clothing in, I'm not sure how we'll address it. At the moment the body is determined by their background (soldier, cook, housewife, noble, etc) but adding clothing would complicate that.

So basically, I'm not sure yet. We definitely won't show all the apparel when it happens, however. You're not going to see their socks or gloves.

Warning - apparel could be a ways off.

Good karma+4 votes
Tynan
Tynan @ RimWorld

I watched some Space Colony on YouTube, but it looked like a very different game.

Currently there's no way to manufacture weapons. I do have a plan to put this in, though. To really do it right you have to have different weapon qualities, gunsmithing skill, perhaps special input resources for special weapons. In the RimWorld universe, technology varies widely, from preindustrial to mysterious future tech. I want to design a way to integrate that technological range into your manufacturing and let you climb the tech curve, so to speak.

Good karma+3 votes
Tynan
Tynan @ Rimworld: New AI storyteller options

People do carry and drop their weapons, though there is not yet any AI for stealing them (though, of course, your colonists can pick them up, store them, use them, drop them, and sell them - but the enemies won't). But it is something that should be in there. I'm interested in AIs who just try to steal from the colony. It's a bit lower-key than lethal pirate raids, but still a threat to worry about.

Your thoughts on the casual-negative storyteller resemble some of the the adaptive storyteller stuff I've been considering. Basically, a storyteller that adapts the hostility of the story to keep the colony barely alive.

Good karma+3 votes
Tynan
Tynan @ RimWorld

"Difficulty" will be controlled by your choice of AI storyteller. But it's not just difficulty - it's also the character and pacing of events that the game will throw at you that will change.

Good karma+3 votes
Tynan
Tynan @ RimWorld

That's actually kind of an interesting idea. And pretty feasible too.

Good karma+3 votes
Tynan
Tynan @ RimWorld

Yes, definitely. You can build on the surface or focus on tunneling in. In fact, for a while, the was only about surface building. Now both are viable options.

Eventually there will be non-mined building materials so you could build your colony out of mostly wood and not dig at all.

Good karma+3 votes