We are just a couple of short months away from the start of your mission. The worlds you are about to visit are hostile, due in part to their fauna.
I took advantage of extra time I had in the H.U.B. and studied the updated multiversal bestiary (they call it Fauna Compendium, if we are to be precise). Here is a short illustrated excerpt I've prepared for you. You should familiarize yourself with this information, Herald—it may assist you and even save your life out there.
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~ VINEGORUN ~
World of origin: The Wastelands Behavior: hostile
The aggressive nature of these arachnids is well-known among the tribes of the Wastelands. Vinegoruns are very territorial animals. Their ootheca—a natural source of water and nutrients—needs to stay on the surface to mature, which makes it a perfect target for other inhabitants of the Wastelands. Young vinegaroons do not pose much of a threat, but the pincers of an adult can easily reap a careless intruder into shreds. Some vinegoruns evolve into more toxic species that can be distinguished by their red carapace.
Fascinating fact: What makes vinegoruns particularly dangerous is their stin...[indecipherable]...thal injuries.
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~ VOLADILE ~
World of origin: Lutenland Behavior: hostile
Voladiles are carnivorous reptiles that inhabit marshy areas. Their massive jaws, thick skin and heavy tail earned them a place at the top of the Lutenland food chain. Caution is advised: voladiles can execute sudden attacks from water and from underground.
Fascinating fact: members of this species are distant descendants of wild dogs from the Q-dimension.
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~ SANDCRAWLER ~
World of origin: The Wastelands Behavior: docile
These giant protostomes are often domesticated by the tribesman of the Wastelands. Used primarily by long-distance commerce caravans and in tribe migration, sandcrawlers are exceptionally resilient and can carry tremendous weights.
Fascinating fact: the digestive system of a sandcrawler functions quite slowly. Smaller creatures it devours by accident can stay alive for months, feeding on whatever they can find in worm's enormous stomach.
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~ GOOVER ~
World of origin: The Wastelands Behavior: docile/hostile towards outsiders
Goovers are mammals that nomads of the Wastelands domesticate for logistic and household needs. These herbivores possess a unique ability to collect water from the totally dry desert soil and store it in the reservoirs on their bodies.
Fascinating fact: plants of the Wastelands often use their sharp needles to extract water from goover's reservoirs, taking advantage of their docile attitude towards familiar flora and fauna.
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~ GNATOR ~
World of origin: Lutenland Behavior: hostile
In the marshy wilderness of Lutenland, this insect is one of the deadliest arthropods one can possibly run into. To defend itself and its offspring, it uses melee and ranged attacks, also spawning extremely dangerous larvae. A gnator can carry and transfer various diseases, therefore extreme caution should be exercised.
Fascinating fact: gnators are mutated goovers.
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That is about all the information I have been able to collect for you this time, Herald. If you excuse me now, I will leave you and, as always, attend to some pressing matters. No shortage of them lately, as you can see.
Every RoboGovernor has been already granted access to our amazing Cyber Calendar!🤖💯 Go claim your Daily gifts and make sure to claim 38+ days to get your hands on the awesome ULTRA SPIN!🌀💰🤑
It's a new year and a great opportunity to start involving you more in what's happening with the game. I do tweet game stuff almost daily, but of course not everyone uses twitter. So let's see if we can make this a recurring thing. I'll try to keep it short and to the point.
I took two weeks off in december to work full time on the game. It was a great experience and I got a lot of work done. Now, as the game is still in what I consider semi-early development, there aren't a lot of really focused updates where I work on just one thing. Working on one area/aspect/feature of the game often leads to more work in other areas of the game, and then those things often needs further refinement, so it's a lot of back and forth all over the place. But here are the main highlights from the past month of development:
UI style
The game has seen probably 4 or 5 iterations of the UI by now and I finally (hopefully!) believe that I've settled on a style that works well and looks good. However, there's still a chance it may change again as I start implementing the rest of the features that are UI-heavy. Time will tell!
Contracts
Contracts will be the main driving force of the game. Companies in the solar system will put out contracts for certain products. When you accept a contract you commit to deliver the amount of products stated in the contract within the stated timeline. Some contracts offer an upfront payment, but otherwise you won't get paid until the contract has been completed in full, so you have to plan ahead. The first couple of contracts are deliberately easy to fulfill but soon enough you'll find that you need to diversify and redesign your factories to keep up with demands.
In the beginning you'll be locked out of a lot of contracts because you must have a factory site on the same planet as the company offering the contract. This encourages you to establish new sites on other planets, thus having to manage multiple factories simultaneously, which is a key element of the game.
Relations
Relations and contracts are closely related; you gain relation points by completing contracts. A better relation with a company leads to better rating on that particular planet. The rating is an indicator of your dominance on the planet, and once you're dominating all the planets in the solar system, you win the game! The relations system is still in its infancy so there's plenty to come.
Map visuals
As an experiment I made the default map less earth-like (removing grass and water) and more barren planet-like (making everything more dark and brown) by applying a texture to the surface. It turned out to be a massive improvement. There are now 4 map themes (all moddable); default, ice sheet, desert and rocky.
And that's it for this first proper devlog. If you're interested in more, you can follow me on twitter: @risingtail - oh, and don't forget to wishlist, if you haven't already. It's incredibly important for a small indie dev like me.
Updated mountain card art Fixed movement of enemy projectiles during pause Added an indicator about a hunting giant Added indicator about unselected direction in the maze Added recharge when shifting in the maze Added indicator about found enemy bases Fixed the appearance of some phrases of pilots after their death Reduced pilot temperature Removed phrases for pilots when there are no monsters Reduced the lifetime of fired missiles Removed maze control when there is no enemy base Added maze map legend Changed notifications about mission stages Fixed issue of resources after leaving the enemy base Fixed crash when spawning monsters and resources in the maze Added teleportation to units that somehow went outside the map Fixed a crash outside the bounds of the map array Fixed crash with boss spawning in the maze
The end of year festivities disrupted my development schedule a little, but it was still a somewhat productive stretch! Let’s take a look at what was added to Stardeus within the last couple of weeks.
Storytelling
Just building a ship is pretty dull, so I have started working on storytelling aspects, and now there are a bunch of new building blocks for this.
Story Events
The AI storyteller is now able to analyze the state of your ship and occasionally trigger a “story event”. It is an extremely powerful item in the story generation toolbox, and I have already implemented the following events:
Asteroid
A warning about an incoming asteroid will be produced several in-game hours prior to the asteroid showing up, so you can prepare for this. Then the asteroid flies in close proximity to your ship, possibly resulting in an impact with a wide range of consequences.
Stasis Wake Up
A malfunctioning pod in one of the Stasis Arrays will pop out a new being that will join your colony. For now it’s only humans, but there will also be animals. It’s an ark ship after all!
Drone Battery Overload
A random drone will produce a battery overload warning, and within a couple of in-game hours one of the following events will have a chance to happen. Either the drone battery explodes, killing the drone and spreading fire around it, or the drone dies from electrocution, also causing electric shock damage to possible bystanders, and finally, the battery could set itself on fire, making the drone fly around like a torch. Doesn’t end well in oxygenated areas.
Egg Spawning
When your ship computer has to perform a cooldown procedure, an egg can spawn in some random corner of your ship. It will not produce any notifications, you will have to discover it on your own. What will come out of this egg and when, will be a matter of another story event. Face huggers, Xenomorphs and Space Kittens are a possibility.
Electricity Grid Malfunction
For a short period of time some electrical connections will randomly get disconnected.
Event Log
The story that will be generated for you is going to be automatically written in diary style, in the form of an event log. You will be able to review the log on demand, and copy it to clipboard for further inspection or sharing.
And you can add your own log entries to make the story even more personal!
Moddable Species
Each being will belong to some “species” type. The species will determine the looks and various behaviors. Species definitions are flexible and meant to be redefined and expanded through mods. Among other parameters, it includes a way of defining genders, sexual orientations and sexual attraction, so if you want to play through a space version of “Boat Trip”, or have a colony of Amazons, nothing can stop you!
Being Personas
Every being is now going to have a randomly generated “persona”, that will hold their species information, name, age, gender, sexuality, and eventually some backstory. You can rename the beings, give them nicknames, etc.
Being Mood
Humans and possibly some other species will now have a “mood”, that can go up or down depending on active mood effects. The AI storyteller will use being moods to create mental breakdown events. For now, I made these mood effect implementations:
Naked (bad unless you’re a nudist)
Lonely (bad for extroverts, good for introverts)
Surrounded by people (good for extroverts, bad for introverts)
Ate at / without table (Homage to RimWorld)
Ate at makeshift table (you can eat off any flat surface, not as good as using a table, but better than nothing)
Mental Breakdown
Life in space is hard, and when mood goes bad, humans will occasionally get a “mental breakdown”. For now I have implemented the following types of breakdowns:
Start fire
Deconstruct random objects
Roam around (you’ll be lucky if you get this one)
Being Traits
In addition to “persona”, some beings are going to have traits that will affect their behavior in one way or another. For now I have implemented only “introverted” and “extroverted” traits. One group will prefer hanging out alone, while others will want to flock.
Each species will also have their internal trait that governs some specific behavior. For example, humans will not like being naked, unless they would have a “nudist” trait.
Relationships
It’s still in early stages of implementation, so there’s nothing to show, but there is now a relationships system that will handle interpersonal agendas. Colonists will eventually be able to make friends and enemies, fall in love, cheat on each other, etc.
UI / UX
Tasks Overlay
There was already an overlay where you could see a list of all tasks (work items), and who is assigned to perform them. I pushed it a little further, and made it show real time links between workers and task locations, so you can easily see it in one picture rather than dig through multiple pages.
Also just hovering any object that has a work item attached to it will immediately show a link to the worker, if there is one. It is going to be extremely useful when you’ll want to figure out if your construction task is being worked on or not, and who is doing it.
Zoom Sensitivity
It is now possible to configure the desired camera zoom speed, from slow and smooth to quick and snappy, with a wide range of values that will surely have something suitable for any input device.
That's it for now, expect a ton of new story events done for the next update!
Cheers! Spajus
Full List of Changes Since 2020-12-24
v0.2.12 (2021.01.09) - Prevent multiple instances of same sound playing at the same time - Show link between task and worker on object hover - Show link between all tasks and workers when Tasks overlay is enabled - Automatically restrict clock speed when dangerous events occur
v0.2.11 (2021.01.08) - Add event log that will contain your generated story - Add way to create custom event log entries - Add soft failure recovery for corrupt save files - Make UI more flexible - Reduce the number of dead bodies in wrecked ship scenario generation - Make zoom sensitivity configurable in input settings - Begin work on AI storyteller - Add story event: Asteroid - Add story event: Stasis wake up - Add story event: Drone battery overload - Add story event: Spawn egg - Add story event: Electricity grid malfunction (light)
v0.2.10 (2021.01.05) - Add traits system - Implement first traits: introvert and extrovert - Add relationships system - Add mood system - Add Persona component - Fix RMB not cancelling a tool properly - Improve performance with extreme amounts of beings (thousands) - Make species definition more flexible - Make genders, sexual orientations and attractions moddable for any species - Show warning triangles instead of missing sprites - Link being looks generation to species config - Add support for complex names with nicknames - Fix incorrectly displayed time in some UI elements - Show deconstruction progress percentage - Fix damageable component's repair menu - Make floor lights cost much less electricity - Add mental breakdown type: Start fire - Add mental breakdown type: Roam around - Add mental breakdown type: Deconstruct random objects - Add mood effect: Naked - Add mood effect: Lonely - Add mood effect: Surrounded by people - Add mood effect: Ate at / without table - Add mood effect: Ate at makeshift table
A bit late than it should be, but watching AGDQ (Awesome Games Done Quick 2021) and a couple of late-night sleep are always worth it.
Anyways, so here is the new game trailer.
[Trailer]
I also launched Patreon, Discord, Reddit if you would like to join. Check the links below. And I'll drop a post on Subreddit /r/Games and /r/PCGaming, hopefully, it will not get negative downvotes, I'll post them later in the comment.
As for the 0.95.0 private version, it is now available to download on Discord (Patreon required) and on Steam beta section (Password required). If you already have a Steam Donator DLC and want to try it, please message me.
This version will have a few features disabled, namely the Research system and Save & Loading (Work-In-Progress), but will have some crash-prone and the newest ability to try. The game currently uses DrDump crash reports, if the game crash then please do allows a crash reporter to upload the crash dump so I can fix it (You can skip the 'Send Additional Infomation' because it's HUGE). It's not the best bug reporter but it gets the job done.
I'll update the Steam Depot soon on the beta section but will require a password, which I'll post on Discord to download. I'll also update the Steam page, Early Access description, and screenshots, someday.
A new build for View From Below is now available. Version 1.63 was released on the 8th of January with a few important fixes for bugs introduced in 1.62. (Hopefully I managed to fix it all up before anyone ran into them.)
These are the (short) patch notes:
Patch Notes -Fixed the game acting glitchy during certain story events -Fixed some rare crashes
Fixed the problem of unable to access the multiplayer game server due to player data error.
Please note that, now it's a temporary solution, and sometimes you may still encounter this problem. We will fix this in the next few days. And the server is still in China. , this is to solve the problem caused by player data error. It can't solve the problem caused by players' network delay.