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Friday Blog 101 - Starter Kits and Science Transfers

The blog concerns changed to the 0.7.0 dev branch, which is not publicly released yet

A couple of blogs ago, we mentioned one of the last glaring holes in 0.7.0. Starting new colonies was possible, but it was pretty "cheaty" and there was no proper way to do it through normal gameplay. That has largely been fixed this week!

Players now need a "Colony Starter Kit" to start a second colony. There's currently only one in-game, but the UI has a drop-down menu that can be used to select a different one. Eventually, there will be multiple Colony Starter Kits, ranging from small to huge. Larger starter kits are more difficult to create, but they'll provide starting colonies with a larger amount of items.



There was another problem for later colonies. You had to unlock every technology all over again. That's very boring and annoying. We tested it by using cheats to complete all science, but that's not how 0.7.0 ought to be played. We had to add a system to transfer science from one colony to another.

Instead of using this system merely to unlock old science at the start of a new colony, Zun made this system in a way that allows players to "trade science"! When player A has unlocked something, he can send it to player B.

0.7.0 has also received a bunch of new rendered icons this week. We wanted to replace the old, pretty ugly, hand drawn crown icon that's used for the command tool.

I tried to make some kind of "Imperial Orb" (first image of the blog), but with some help of the people on our Discord server we decided it wasn't clear enough. If someone has a good idea for the icon for the command tool, we'd love to hear it!

Progress is going well. We still hope to release the open beta next week, and we feel like we're on track for a full release in June/July.

Interfaces are work-in-progress

Blog 100


[End of the professional game-related blog, start of a more personal part]

Last week's blog was a weird one. It was very short and barely contained any information.

I was distracted by horrific news. Thursday night I heard that a high school classmate of mine was murdered. It happened in broad daylight, in the city where I live, next to the University where I studied. Nobody saw this coming and we were shocked.

Friday Blog 100 was supposed to be a festive milestone. I was planning to write a happy, upbeat blog. Obviously, after the news I was in a very different mood.

We pondered what to do. Do we explain what happened? Is that professional and appropriate? Do we act like there's nothing wrong? Do we skip the blog entirely?

We're still not 100% sure what to do. It feels irreverent to talk about murder in a blog about a game, but it also feels irreverent to act like nothing happened. In the end, we believe it's best to be open about what has happened.

We're all human and mortal. Take care.

Bedankt voor het lezen!

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FRIDAY BLOG 100



The next update, 0.7.0, is still on schedule for release during the end of June or July. We hope to release an open beta before the end of the month!

Thanks to Pantouflee for letting us use his world

Hartelijk bedankt voor het lezen van de honderdste Friday Blog!

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Friday Blog 99 - Colony Starter Package



One year ago, we wrote a blog called Stitching Up Colony Survival, in regards to update 0.6.0. It contains this paragraph:

"We feel like in the past two months, we removed and replaced multiple major organs. Last week, we celebrated successfully inserting the last organ. But the patient still lies on the operating table, with the body cut half open. This week, we've been working on stitching everything back together. Updating interfaces, cleaning things up and fixing the last problems."

That's pretty much how we feel today, but instead of the 'surgery' lasting two months, it lasted a year. With airships / gliders now being present and functional, the last big new feature of 0.7.0 is done.

That doesn't mean everything is ready for release. Plenty of things are okay for internal testing, but lack the polish required for public release. One example is the way to start multiple colonies.

In the current testbuild, you can just walk up to any spot and click on it to place another banner which automatically contains a new "initial stockpile". That's too simple, and easy to exploit.

What we're currently working on is a new item, which we'll name something like the "Colony Starter Package". This item has to be unlocked with the science system, and it's place in the tech tree will be behind matchlock guns. Once you've unlocked it, your colonists will have to craft a new Colony Starter Package. This will require at least all the resources that will appear in the stockpile at the start of the new colony.

The Colony Starter Package will contain more items than merely the ones present in the stockpile of the very first colony. The first colony contains relatively few items, forcing players to learn about the new jobs and items step by step. That's useful for the first colony, but boring to repeat over and over again. That's why the Colony Starter Package will include quite a lot of basic materials, to quickly get later colonies up to speed.

Our current goal is one Colony Starter Package. But we're pretty sure we'll add more variants later one. Perhaps even custom ones, designed by players themselves! Zun is keeping this in mind while programming the current system, trying to keep things future-proof.



Moderation in an Age of Censorship

Yesterday was the birthday of our moderator, Vobbert! He's 27 years old now. Apart from nearly single-handedly managing Colony Survival's Discord and its over two thousands members, he has been a lifelong friend who has offered invaluable advice to me and Zun. If Zun and I disagree, which we do regularly, Vobbert is the one to cut the Gordian knot.

This week, we had a serious discussion about moderating the Discord. We've got an amazing community that provides great insights and help in the development of Colony Survival, that in general needs little moderation. Most of the work consists out of giving people the "verified" rank, and sometimes pointing people to the appropriate channel.

But there was a growing problem. The off-topic channel #not-so-serious received a large daily influx of memes. Some of them were absolutely hilarious, some of them were highly offensive and others were questionable. We often had to have a discussion whether a certain meme was acceptable or not.

In general, we're strongly in favor of free speech. We've never removed criticism of Colony Survival anywhere, unless it contained explicit insults like "retard". We try to moderate our Discord, not by outright removing content, but by sending it to the right location. For example, we've got off-topic channels, and when users engage in off-topic chat in the #general channel we'll point them there.

There has been an intense discussion about free speech outside of Colony Survival as well, this week. Facebook/Instagram banned "dangerous individuals" this week. Facebook said something about banning people who promote or engage in violence or hate. Hate is hard to pin down - should we ban people who hate nazis and homophobes? Recognizing calls to violence is a lot easier, and I'm pretty sure that Paul Joseph Watson and Milo Yiannopoulos did not encourage their fanbase to engage in violence.

We're very skeptical about large companies removing individuals from their platforms for vague reasons. As Lord Acton said:
"Power tends to corrupt, and absolute power corrupts absolutely. Great men are almost always bad men, even when they exercise influence and not authority, still more when you superadd the tendency or the certainty of corruption by authority."

So we had some pretty ironical discussions. On one hand, we were worried about the threat of large companies being able to remove anyone from online platforms just because they have an opinion that is disliked. On the other hand, we were thinking of the best way to remove offensive content from our Discord.

In the end, we decided on this solution. We made a new off-topic channel called #memes. #Not-so-serious was renamed to #less-serious-no-memes, to clarify the change of rules. Slowmode is enabled in #memes, meaning users can only post one message or image per minute. This prevents spam and encourages players to post only their best content.

We'll finetune these rules in the next few weeks. Slowmode can easily be set to a shorter or longer amount of time. We have to see how it works out.

What scares us most about censorship is vagueness. Having unclear rules and sneakily removing content without properly stating the reasons for it just feels wrong. We're trying to do the opposite by writing about it in this blog. We'd like to have your input. What is it that annoys you the most online? Harmless opinions being removed by powerhungry corporations? Or tasteless trolls ruining the signal-to-noise ratio? Where's the line between a controversial opinion and hatespeech? Is "punch a nazi" a bannable call to violence? Is "punch a communist", "punch a socialist", "punch a liberal"? It might seem unrelated to Colony Survival, but these are the decisions we have to make when judging content on the Discord.

Bedankt voor het lezen!

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Friday Blog 98 - Angle of Attack

The flight mechanic is not available in a public build yet and will be released with the rest of 0.7.0 - hopefully during the end of June / July

The flight mechanic has improved a lot in the past week! We made another video to demonstrate the changes:

https://youtu.be/MLqoJrafuII
We were planning to add some kind of mini-zeppelin. It would just gently float from one place to another. But the first prototype was less stable - and more exciting! We thought we could make the 'airship' better by turning it into some kind of glider that can actually be aimed up and down. The technical term is angle of attack.

While writing last week's Friday Blog, I already had the idea, but I didn't expect us to be able to actually add it to the game, so I did not mention it. I'm very excited to be able to say that it's in-game and functional right now :D Aim the glider up and you'll gain altitude. But the higher you aim, the more speed you lose. Aim down to rapidly gain speed!

You steer the plane by aiming with your mouse. While the old prototype always followed your mouse, the new one only does so when you're using your 'motor'. This allows players to look in all directions while flying forward in a straight line.

Obviously, the prototype_flying_box has received a new model in the past week. Most of our week was focused on issues related to it, like making sure player models are attached to the vehicle properly when viewing them third person. All of these efforts can be easily reused when adding other vehicles in the future!

What's your opinion? Does the flying mechanic look like fun? Do you like the model? Would you change things?

Bedankt voor het lezen!

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Friday Blog 97 - First Flight!

The airship is only available in the internal test branch, which isn't publicly available yet

We tested the first functional 'airship' this week! It's suitably called Prototype_Flying_Box. It's ugly, it's primitive, but it contains the basics of flight in Colony Survival. The flight mechanics will be improved next week, but we'd love to show you the current state of things:

https://youtu.be/I_6aKvzQaUk
Our original plan was to add some kind of zeppelin / hot air balloon. When we tested the first prototype, it felled more like some kind of powered glider. We realized we actually preferred that! It's more fun to glide over hills and treetops than to float at a stable high altitude.

The current 'airship' is pretty slow and we believe we can make the flight mechanics more exciting. But even in this primitive state, it feels like a game changer. Traveling the world by foot, dodging trees and climbing hills block by block, gets old and boring fast. It makes many 0.7.0 features, like the new world design, different biomes in distant areas, multiple colonies and trading, less fun and relevant than they ought to be. But now that we've got a decent option for transportation, it really feels like the update is coming together!



Here's our intended 0.7.0 gameplay, and how far these parts are done:
  1. Build a regular colony (98% done)

    Building your first colony will be pretty similar to the current state of things in 0.6.3. The basic mechanics of progressing from slings to bows and matchlock guns are still there. There is one important new feature though: happiness. Keep your colonists happy, or recruitment costs will skyrocket and the speed of scientific research will decrease dramatically.

    To keep your colonists happy, you'll have to produce and distribute "happiness items" like candles, jewelry and luxury meals. This is mostly done and thoroughly tested, we just need to dot the i's and cross the t's. Science needs better names and descriptions, some items need tooltips, minor stuff like that.

  2. Unlock transport and explore the world (80% done)

    After you've unlocked matchlock guns, you'll be able to research airships. These can be used to explore the world.

    The new world generation has long been finished, and as you've just read, the basics of airships are there. Now we need to improve the flight mechanics, and add ways to unlock the airship with research and produce them in-game.

  3. Settle exotic biomes and produce unique local items (90% done)

    Once you've arrived in a distant biome, you can start a second (or third, or fourth, etc) colony and use it to produce unique items like silk, porcelain, sugar or coffee.

    Most of this works. You can start multiple colonies, and the Far East, the Tropics and the New World all have their own unique content. We've also got functional traders.

    There are still a couple of things left to do. Some items still need icons and a decent place in the tech tree. And currently, there are no scientific or cost barriers to starting new colonies. We'd like to add "multiple colonies" as a scientific unlock after airships. We also like to add some kind of "Colony Starter Packages" which contain a decent amount of food, ammo, common crafting ingredients and building materials to kickstart new colonies. Obviously, these Colony Starter Packages have to be produced by the "mother colony".

  4. "The Pull Forwards" (0.7.1?)

    As discussed last week, we believe the game needs a good reason to build very large colonies with lots of colonists. We'll add some simple expensive scientific research for end-game colonies in 0.7.0, and perhaps even a feature like jetpacks. Later on, we'd like to add a better end-game with more industrial content.


We still believe we are on track for a June/July release!

Bedankt voor het lezen :)

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