Dev Diary #11 - Automation Features Are Here. New Demo Soon!
[p]Hey folks, the updated demo is almost here (we're hoping to make it live within the week). Here are some changes we have made regarding automation, and some of our plans for more automation in the future.[/p][p][/p][h3]Important: These changes are NOT live in the current demo (but will be in the upcoming demo).[/h3][p][/p][h2]Let's take a deeper look![/h2][p]Just a quick reminder, the best way you can currently support the game is:[/p]
[/p][p][/p][h3]Automation In The Current (old) Version[/h3][p]If you've played the demo already, then you may have used the existing automation features, which don't fully reach our goals.[/p]
[/p][p][/p][p]New Marked Targets[/p][p]Previously characters would just harvest everything in range of the workpost, now you mark things you want to harvest or pickup. And, you can now also mark wildlife for combat as a sort of call-to-arms.[/p][p]
[/p][p][/p][p]New Fuel Automation[/p][p]You can now choose which fuel to automate, and set reserve limits. Campfires also turn on/off automatically (and can be manually forced on if you just want light/heat).[/p][p]
[/p][p][/p][p]New Crafting Automation[/p][p]This is was needed to establish fully-automated islands. You can now set items to auto-queue at each crafting station. It allows you to set limits and priority as well.[/p][p]
[/p][p][/p][p]New Reserve Resources[/p][p]In order to have full control over crafting automation we needed to add the ability to reserve resources, which you can now do per-zone (home colony, each expedition zone). If you reserve 10 beachwood, then the automated crafting wont use it.[/p][p]
[/p][p][/p][p]Fishing Post Bait Automation[/p][p]The fishing post can automatically use bait, or you can manually allocate it.[/p][p]
[/p][p][/p][p]Putting all of this together allows you to set fully automated production chains (e.g. farm reeds > craft bait > catch fish > butcher fish > make food).[/p][p][/p][h2]This is experimental[/h2][p]This is all available in the upcoming demo which will be live later this week or so. If you encounter any bugs please let us know, and be aware that this is experimental and very subject to change, so your feedback is super important here. If we need to overhaul these systems to make it feel better, we will.[/p][p][/p][h2]More is planned[/h2][p]We also plan to add two other automation features.[/p]
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[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]
[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here
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Some recent Dev Diaries in case you missed them:
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
- [p]Wishlist it.[/p]
- [p]Let your favorite YouTuber/Streamer know about the game.[/p]
- [p]Being able to directly control characters.[/p]
- [p]Being able to send an expedition and fully control (and build stuff) in the expedition zone.[/p]
- [p]Being surrounded by more water than land.[/p]
- [p]Being able to have multiple rafts that you can move around with multiple drivers and crew.[/p]
- [p]Islands that sink.[/p]
- [p]Objectives and story features.[/p]
- [p]Keeping direct character control is a must, its unique and players love being able to just click a character and give them a command. It also makes you more invested in characters.[/p]
- [p]We want your home colony island(s) to be, optionally, fully-automated.[/p]
- [p]We want rafting around with a crew to be, optionally, semi-automated.[/p]
- [p]We want automation to be optional, if you want to manually do everything and directly control all of your characters, go for it![/p]
- [p]The Island Workpost allows you automate tasks on the island (harvesting, crafting etc)[/p]
- [p]The raft has a special Work in Area feature which is semi-automatic, the crew gets off, harvests things n the ocean the gets back on (and you can queue this up). [/p]
- [p]Character food restrictions (to control what they automatically eat)[/p]
- [p]Behavior toggles for combat. Characters now flee if getting attacked, before returning to their task, but we want to add some options so you can decide on this behavior.[/p]
- [p]Changes to how upgrades work in the research tree[/p]
- [p]Changes to combat & related equipment[/p]
- [p]Changes to the temperature system and how heat sources work[/p]
- [p]Lots of QoL improvements[/p]
- [p]UI Improvements[/p]
- [p]Wishlisting the game (we see wishlists per region)[/p]
- [p]Let us know via forums/discord.[/p]
- [p]Don't Starve and Paper Mario (in relation to the art style).[/p]
- [p]Oxygen Not Included, Rimworld, The Survivalist, Cult of the Lamb.[/p]
- [p]Raft (and open world survival crafting games in general).[/p]
- [p]The Flame in The Flood, Flotsam, Frostpunk & Sheltered.[/p]
- [p]A hint of Fallout/Fallout Shelter.[/p]
- [p]Monkey Island, The Sims, Craft the World, Clanfolk.[/p]
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[/p][h3]⚡ Be sure to Wishlist Oceaneers, and stay tuned for the next dev diary and more announcements. ❤️[/h3][p]
[/p][h3]Join Us![/h3][p]Join our discord to discuss the game and share your ideas!
Join discord here
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Some recent Dev Diaries in case you missed them:
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]