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Friday Blog 167 - Individual Crafting Limits, Pathfinding and Roadmaps

Built by SlayerOfLight, available on the Workshop here

[All changes mentioned in this blog concern the currently unreleased internal dev build]

After adding “pausing” as a feature, we’ve granted another common community request this week: individual crafting limits! In 0.7.5, you will be able to create new “limit groups”. This is a custom set of crafting limits. They can be applied to individual job blocks. For example, you could have 10 anvils, 5 operating with the default crafting limits, 3 using a scheme focused on bronze arrows and 2 focused on crossbow bolts. This should give players some much-requested extra control over their crafters!



Zun has also been working on pathfinding this week. It has mainly been work focused on optimization, but he has some plans to make pathfinding more sensible! There are currently some limitations that cause suboptimal choices in certain situations - especially when the “point to point” distance is small but the actual path they’ve got to take is long. We think this can be improved.

Roadmap


In the past months, plenty of people have asked us for our roadmap. We’ve linked them to a handful of Friday Blogs, but had to admit that we lacked a clear, updated roadmap. We’ve decided to make one, and we’ll release it next week. It’s going to be featured on the official website - which coincidentally already had a roadmap! It’s over three years old, and very outdated. Before replacing it, we’d like to discuss the old roadmap with you point by point.



We’ve got trading, decent co-op features, builders, “removers” and Steam Workshop support now! Blueprint builders aren’t there yet, but we’re still strongly considering them. Colony vs colony combat is a lot more distant and uncertain, and anti-griefing measures are difficult to implement. Making an area “ungriefable” allows players to trap each other, which is not an improvement.



Pretty much all the things mentioned here have been implemented :) Just no animals (except for the chicken coop) and we’re still generating the world from a 2D height map.



As mentioned before: no animals, but there is Steam Workshop support!

Many other things that weren’t on the roadmap have been implemented in the past three years, and new things have appeared in our list of future plans. Next week, a freshly updated roadmap will be presented!

Bedankt voor het lezen :)

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Friday Blog 166 - Adjustable Simulation Speed



The release of 0.7.4 went smoothly! But as predicted, there was a minor issue. The colony ownership buttons (kick / set to leader / leave) weren’t working properly. So we released 0.7.4.1 this week, fixing that and simultaneously updating the German and Chinese translations.

Zun already had an idea for a new change. We did have a command for changing the time of day, but it didn’t affect the rest of the world. He has been working on a new system that alters the speed of nearly all in-game systems. You can make a day pass by 10 times as fast, and colonists will actually walk and work 10 times as fast as well. It also works in the reverse direction, with a 0.1x speed being possible, resulting in extreme slow-motion. Last but not least, it enables us to easily add pausing to the game. In our internal unreleased 0.7.5 dev build, pressing escape now freezes your world.

In that dev build, numpad 1 to 5 control the speed, going from slow-motion to fast-forwarding. But this only works when “Enable developer buttons” has been toggled on and cheats have been enabled as well. For finer control, there’s also a new command: /debug setsimspeed #. “#” can be anything from 0 to infinity.

We’ve been thinking about making access to the simulation speed available in a more “official” way, but we’re not sure whether that’s a good idea. Why grow bigger and recruit 10 scientists, when you can have 1 scientist and fast-forward x10 for the same effect? We’re worried it’ll remove a core incentive of the gameplay.

Currently, monsters aren’t saved. When going back to the main menu, monsters are ‘deleted’ and will not reappear when reloading the world. This happens because otherwise they will try to do things in a half-loaded world, which leads to all kinds of problems. With our newfound ability to change the simulation speed, the monsters can be paused during loading, preventing these problems and allowing us to restore monsters when loading a world. Zun will try to implement this next week!

Slow-motion and fast-forwarding are obviously features that don’t work well in static pictures. That’s why we made a video! Disclaimer: there's some stuttering/teleporting going on because of the high sim speed (x30), it's a known issue and WIP :) Here it is:
https://youtu.be/4F-h0nAUK1g
Bedankt voor het lezen!

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Friday Blog 165 - Update 0.7.4 is Available Right Now!



We've just released a fresh update! It should be arriving at all of your PCs right this moment. It’s the most serious overhaul of the UI since the Early Access release three years ago. We’ve strived to make the UI simultaneously more intuitive, more beautiful ánd more capable. We think we’ve accomplished all of these goals simultaneously, but we’d love to receive your feedback! To view images of some of the changes without launching the game, check this blog or this blog.

Here’s a partial list of changes. The full changelog can be found in-game.
  • Huge overhaul of the Colony Tab, features have moved from pop-ups to the tab itself
  • Updated core UI elements: new lists, new buttons, new font. These appear in multiple places.
  • Diplomacy menu has been improved significantly
  • Trashcan: it appears when dragging items and can be used to delete them
  • In-game savegame converter SP<>MP
  • UI scaling, which is mostly meant for 4K support but can be useful in other circumstances as well
  • Dynamic crosshair, which changes based on your target, and can be modded easily
  • It’s not necessary to use F1 to disable the quickstart anymore
  • Unity has been updated from 2018.4 to 2019.4. This slightly changed some post processing effects, and deprecated Linux 32-bit support (official system requirements demanded 64-bit since the release)
  • Added an option to permanently toggle on the “block highlight” visual

The update contains a long list of other changes. Some are minor optimizations, some are small tweaks too tiny to mention, some are fixes for problems that only occur in specific set-ups which won’t be visible to the majority of players.

Hopefully, 0.7.4 won’t introduce any new problems - but it probably does. It has been tested, but small problems might always slip through the cracks. If you notice something out of the ordinary, please let us know! We’re ready to release a hotfix 0.7.4.1 if it’s necessary.

Heel veel plezier met 0.7.4! (It rhymes)

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Friday Blog 164 - New Menu / UI Scaling / 4K Support / Adaptive Crosshair

Things got wonky in 4K

All mentioned changes in this blog concern the internal dev build that has not been released yet

This week's work had quite a lot of visible results, and we’re eager to share them with you. First of all, we’ve added a new menu called “interface settings”. It adds the much requested feature to be able to permanently see the blue “block highlight”, that during normal gameplay only appears when you’re removing and placing blocks. Toggling this option “on” means you’ll always see it when hovering over a block.

Apart from that, the menu also allows you to rapidly re-enable the “developer buttons”. These are the functions mapped to the F keys. They were enabled by default in 0.1.0, but too many people accidentally broke their game with them. A while ago, they were disabled and hidden behind a toggle, and that toggle has received a better place in the UI now.



A new option, enabled by default, is the adaptive crosshair. It subtly changes shape and color according to the context. It’s small and simple when the crosshair is aiming at the air or a distant block. When clicking will result in mining a block, the crosshair grows larger. When hovering over the banner, it turns red/yellow; when hovering over a colonist; orange, when hovering over a job block; blue. The results can be seen in the following image, with the size of the crosshair 400% enlarged for clarity purposes:



It’s a minor change, but it should make the game feel slightly more “tactile” and intuitive. Last but not least, there’s a UI scaling option that’s mainly meant to resolve a common issue for people with 4K monitors. Until now, the UI itself didn’t scale with resolution. Compare it to plates on a table: when you shrink the table, the plates stay the same size. That’s pretty useful to keep things legible on a small / low-res monitor, but on a 4K monitor it meant you had some tiny plates in the corners of a massive table.

We thought fixing this issue was relatively complicated, but some minor tweaks worked a lot better than expected, so we’ve now got support for UI scaling. Players can choose what they feel is comfortable, and playing in 4K resolution is a lot more viable now.

Fullscreen

While Zun has been working on issues like this, I’ve kept growing my Unity / C# / VR skills. My projects have been growing steadily more complicated - up to the point that I’m regularly breaking them in a way that can’t be fixed with some CTRL-Z’s. I’ve finally decided to learn to deal with Git. It was easier to set up than I thought, and it works very well. Git is a hugely important tool in many organizations that develop software, and it makes collaboration a lot easier and more reliable. It’s another small step in the long road of being able to contribute to Colony Survival directly, instead of merely providing textures / 3D-models / ideas :)

Bedankt voor het lezen!

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Friday Blog 163 - Broken PCs, and the Suggestion of NPC Colonies



Monday morning, Zun’s PC broke. It seemed that the motherboard was malfunctioning. It was a relatively old one, and buying a decent new one also involved buying a new CPU and RAM. And while he was overhauling the thing anyway, he also decided to purchase upgrades like a new case. All the parts should’ve been delivered on Tuesday, but one part suddenly went out of stock and thus the entire order was delivered Thursday afternoon. One benefit: Zun’s PC is a lot faster now :)

So there’s not much to talk about in regards to in-game changes, but we think there’s still plenty of relevant stuff to say. This week, we were having some pretty extensive internal discussions about “suggestions”. A common question that popped up again in #general is “where is the suggestions channel”. We don’t have one!

A channel for suggestions implies that it’s for suggestions only. But lists of isolated suggestions, especially for broad features like “NPC colonies” and “war”, aren’t very useful. What we need is more detailed information. How exactly would you implement it? Which new UI elements are needed? How much development time is it worth? What percentage of the community likes it, and how much do they like it? Would it make older savegames incompatible?

That’s why we’d generally like people to share their suggestions in #general. It invites discussion with the rest of the community, and that’s very useful to flesh out suggestions.

That doesn’t mean the current system is perfect though. We've got a bunch of goals that are hard to optimize for all at the same time:
  • Individuals should be able to share their suggestions with us, the devs
  • The community should be able to see suggestions made by others from the community
  • The community should be able to see the plans we the devs are working on, and the things we’re planning to add later on
  • All these plans and suggestions should have detailed explanations with pros and cons, without turning it into a TL;DR
  • Players should be able to easily leave feedback; comments would be good, but quick “like/dislike” feedback is useful as well
  • The list of plans and suggestions should be sortable / auto-sort based on feedback like that

We haven’t found the perfect system to accomplish that yet, but suggestions for suggestions-systems are welcome! ;)



There’s one very frequent suggestion we’d like to discuss in this blog, and it’s NPC colonies. We’ve thought about it a lot, and it’s a very complex topic. I’d like to start with linking back to Friday Blog 74 - Edge Cases. At the end, I quoted Von Clausewitz, and that neatly summarizes the blog in two lines: Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War..

Years ago, NPC colonies seemed very intuitive to me as well. We’ve got AI farmers, AI guards, AI miners and AI crafters. How hard could it be to spawn some buildings randomly in the world, and populate them with these AI colonists? You could even develop multiple stages of each colony, and make new buildings and colonists appear when things go well - and the opposite as well.

But having them merely as scenery that you can’t interact with is pretty boring. It should be connected to the main gameplay: you should be able to overwhelm their defenses with an army of your own, to break through their walls and plunder their stockpiles.

But implementing that is going to be very hard. It makes me fantasize about real life medieval sieges with trebuchets and armies scaling the walls, but it’s not going to look like that. Players have the ability to very quickly build walls and dig tunnels. And without gravity, structural integrity concerns and supply line considerations to limit their effectiveness, efficient assaults are going to look nothing like real life, because the world of Colony Survival is too far removed from real life.

So apart from adding the core features of NPC colonies existing, we’re also going to have to do a lot of work to add new features to make interacting with them fun and engaging. True warfare would be very difficult, but we’ve also thought of having NPC colonies with just some more abstract trading/diplomacy features. But that would turn the actual colony itself primarily into a fancy (and expensive in terms of development time) backdrop for a trading/diplomacy interface.

And if there’s one thing we’ve decided on, due to experiences with 0.7.0, and World of Warcraft, and VR, is that we don’t want to invest heavily into “UI features” anymore. Yes, UI is necessary, and the UI that we have should be streamlined and intuitive and as beautiful as we can manage. We’re working on that right now.

But the best gameplay has you acting in the “real” (in-game) world, creating similarly real consequences. Construct a building with your own hands, go to the “physical” place where you want a worker to be, place a job block, and watch a colonist actually move to that location in your own 3D world. Such actions are the core of what makes Colony Survival fun to play. We want to add features that augment and improve that, not add mostly separate stuff that in practice consists out of 90% clicking through UI menus.

So although we can imagine awesome sieges against NPC colonies (we love Total War games, especially the older ones!), implementing that properly is nearly impossible and very, very difficult. It’ll take years and we’d still have a sizable chance of not succeeding as well as we’d like. Instead of taking that risk for a “non-core feature”, we’d rather improve the current gameplay to its maximum potential, in smaller steps.

We hope that makes sense! We’d love to have your opinion. Is there any other common suggestion that you would like to hear our detailed opinion about?

Bedankt voor het lezen :D

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