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Quick update video showing off how we are going to handle the smelting/refining in Signs of Life.

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Hey there, I’ve been slacking off on the updates, but we’ve been hard at work on Signs of Life. Here is a video of a refiner we’ve been working in. In the video, I first craft a metal smelter using the build menu, and then I load it with some fuel and smelt some iron ingots. After that, I load some anthracite in the smelter as an additive and smelt some steel ingots. The fuel hopper can be loaded with many different types of fuel and it will burn through the fuel as long as there are materials left to smelt. This is one of several different refiners that we plan to have in signs of life, a lower tier smelter will be craftable that doesn’t allow additives.

As always, we’d love to hear your feedback and comments, and don’t forget to vote for us on Steam Greenlight if you think Signs of Life looks cool =)

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SniperCharlie
SniperCharlie

Me like it^^

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Bermuda01
Bermuda01

Thats really cool.
This is what i miss in other building games, the intermediate stage between you place a block or device or something. When you craft any item, like this metal smelter, you put it on the ground and its there, just like magic...
Its very cool that you can see how it builds up slowly because of these lasers(?) this little thing might seem unspecticular but for me it makes the difference to create something that doesn't feel like you are in an editor.

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SOL-Alex Author
SOL-Alex

Awesome! We are putting a lot of effort into making the world feel as immersive as possible. We feel details like the 3d-printing laser thing go a long way in grounding the world, and I'm glad to see we're not the only ones that feel that way =D

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Bermuda01
Bermuda01

I am glad to hear that you as a developer feel that way. A well thought world, details and immersion, are things that i am really missing in games today so it impressed me a lot that these aspects seem to be the strenghts of Signs of Life. so please keep it up, hold the course and you will create something really unique.

a little question: :)
i asked you whether its possible to make foregrounds and you have explained that this could be difficult because of the procedural generation(?).

but what about making foregrounds which i can craft and place in the world? that would give buildings a more closed feeling, less cross-sectional. like here in under the ocean Youtube.com

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SOL-Alex Author
SOL-Alex

Interesting, manipulating the foreground like that would be possible, I'll keep it in mind, thanks for the suggestion =)

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