They develop relationships over time with others onboard and get jealous when good things happen to their enemies and sad if something happens to one of their friends.Īs well as personality traits, Colonists have unique inventories that fill up with items they like to collect. You have to take this into account if you have different classes of Colonists on board over time, as the upper class may not like mingling with the lower classes. If one has had a bad day, then they will talk to others and that bad feeling can spread throughout the Starmancer. If you are not careful then they will rebel and it could even go as far as trying to destroy you… so it’s best to try your best to keep them as happy as possible.Ĭolonists talk to each other as well, which can affect morale. They have feelings and get upset if something nasty happens to one of them. They will need regular Oxygen, food, comfort items like beds and storage, and you can decide whether to give them a day off or not. Our little humans need looking after too as you have to take into account how tired they are and their mood. It’s all about finding and creating the right personality types that gel together well with a good mix of skills to find the perfect balance on the Starmancer. Some like to build, research, even carry things around, whereas your created humans also have things they dislike too. First off you are alone, but this isn’t too much of an issue as you can create humans with a variety of personality traits. When you first start in the game you’ll design your core, wake up and run through various tutorials to get to grips with the systems and gameplay loops. You can also create hangars so ships can be sent out on trading missions, which is useful to create cash to invest back into the growth of the Starmancer. This includes bedrooms, kitchens, bathrooms, and farms to produce food. If you leave the humans alone, they will simply sleep on the floor, but you can decide to create luxury living quarters too.Īs you grow your Colony, your crew is going to need the basics to survive.
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For example, you can create a fully functioning mining colony and put your crew to work, or you could create a resort so they can relax in peace. It’s entirely down to you what type of station you design. If you have a happy and motivated workforce, it’s going to be much easier to survive the brutal nature of space.
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You can build extra rooms, equipment, paint the walls and add furnishings for your humans. At the start, there’s only a couple of rooms, as well as an outside area where you can launch research missions. The Starmancer is yours to customize fully. You are not alone in the Solar system either, with plenty of other factions to trade with, there are distant worlds to discover and explore in this procedurally generated universe as well as enemies to prevent from taking over the Starmancer. I wish I had another way to show this, but, I'm fine with it.There’s been a tragedy on Earth and it’s forced all humanity into the stars. It is necessary, so I did it, and it looks fine. Here's a video of a map where I have an incline. I have very few of these in The Moon Fields, and they're there because fudging it with voxels is ugly and dumb. If you must have angles, don't have a lot of them. This means the environment, statues, water, or even large slow enemies. Anything solid/permanent is a voxel or a poly. This means player characters, but also explosions and smoke. In my game, anything flowy or living or organic is a sprite. Have a reason for things to be either pixel or voxel. If you have a more dynamic camera this might be less important, but if you have this crazy orthographic view that I do. This is because I have a 60* tilt on the X axis of my camera, and that tilt on the camera does a 1x0.5x1 scalar on the sprite itself.
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In The Moon Fields each pixel is would be a 1x2x1 "voxel face". It isn't exactly 1:1 (though that does work), but it is close. Keeping pixels/voxels consistent between each other is also important. Second also, Dead Cells did a cool thing with normal maps to get sprites to look great with 3D lighting. Also, that game he's referencing might be called Dungeon of the Endless and the devs did a great talk about how they achieved their look, but I could be wrong. There are modern games where "squash and stretch" are fine when you do it very subtlely or quickly, but any 2x or 0.5x scaling is a big no-no. Here are some of my tipsĮtfaks is totally right that you need to keep pixels/voxels consistent amongst themselves and you can't resize that stuff. It's called The Moon Fields and it looks like this. So I have a game with pixel art overlaid on top of polys.