Random Regular Events
Those events can change how the game is played from mechanical and roleplay perspectives, with a range of buffs and debuffs. More events are to come in the coming weeks.
Changed camera focus after start to Earth (to avoid early-game confusion and searching of the home planet)
Changed Resource Generation code to account for the new event system
Planetary population now dies off slightly faster at scorching heat temperatures
Mining rate can now change
Stockpile balance can now go into negatives
Ship speed can now change
Ship voyage costs can now change
Added 2 new sound effects
Added several artworks into the game
How do you like the game from 1 being the worst to 10 being the best?
1
2
3
4
5
6
7
8
9
10
0voters
I am eager to see your point of view and suggestions that you have for the game and the update that was just released.
Thanks a lot for the warm comment about the game. It’s not exactly a UI-only game, as the solar system map isn’t a GUI, but an actual 3D Map made to look like it’s 2D by making the 3D objects transparent and super thin and then placing 2D GUI on them to make them look like UI objects. It’s a workaround to the fact that Roblox does not natively support 2D games.
I hope that your enjoyment of this game will last and that you’ll like future updates just as much if not more than the ones already published. If you have any suggestions, ideas or criticism about the game, I am open to all of them because I want to improve the game especially in the parts it lacks the most.
Hey! I was playing your AWESOME game and discovered a bug. When it gives you the option to develop better things you can buy them without having enough money. This puts you into a negative amount of money.
You mean in the events? No, it’s intended. It’s supposed to represent the loan system the agency you’re working as is taking for the things you’re building for the event.
You can use beizure curves in order to create a space ship route that goes around the sun,
Other than that the game is great however few things make it pretty difficult to understand and play when you just clicked on the game:
New made ships display the load as 0 which made me return the ship back to earth and wasting resources
Sometimes planet displays that you have no items on it but takes a bit to revert to displaying correct stats
Planet rotations are pretty slow, I recommend increasing the speed of planets bigger the sun gets / closer they are as means to speed up the game
More visual effects and sounds for when you get any upgrades, click on buttons or special event happens to bring the game more to life
Difference between spamming small ships vs large ships
Understanding how population works
Now onto suggestions:
Planet perks: When I first saw planet like Titan I thought going to it would give me maybe 2x production of metal than on other planets, it would also make sense going closer to sun planets because currently they’re more of a waste
Planet sizes: Bigger the planet is the more stuff you can build on it to speed up the process
Sci fi stuff: In many games that involve space you always have magic elements that you use to create variety of things, More outer colony planets could be gas giants that maybe could have useful gasses to sort of create knock off version of fuel?
Physical asteroids / comets: Would be cool to see the impending doom and for anything that goes by it could contain mineable resources on it
There are more things you could consider doing however these are my main concerns currently but I like the game concept
I don’t know how to implement Bézier curves, so I won’t implement them. The ships display the load as 0 in the beginning to not load the planetary populations immediately after constructing them. This is especially so important when the planets/moons have lower populations than the ship capacity. If the planet displays that you have 0 items for an extended period of time, then report it on my discord linked in the first post. The planet may not display the items for a second or two, as it is taking its time to read what buildings it has, at what stage they are, and how much time it would take to construct another building, device, or ship. The planet rotations are slow because they work with tweens, and to prevent stuttering and also excessive resource-usage from the orbits, they update their positions slowly and also move slowly to compensate for the slow update rate. When it comes to in-game updates you speak of, what exactly do you have in mind and what are your suggestions on how to exactly improve it? Spamming small ships and large ships has a difference in-game for the deuterium usage, where large ships are more economical, as they carry more passengers for the same amount of fuel. Furthermore, the bigger the ship is, the faster it travels. When it comes to the population, the mechanic is simple to explain, there are four temperature variants for planets that have different impacts on population growth. Populations on red planets are unsustainable and they die. Population on yellow and blue planets are barely sustainable and have slow population growth. Green planets are sustainable and have the highest population growth.
The resource extraction system is unfortunately very centralized, and I won’t be easily able to modify it to allocate custom perks for each planet on its own. However, I believe that I can reach the middle-ground here, in which I will make the mines extract more resources, the hotter the planet is. And the less resources, the colder the planet is. Planet sizes already influence population growth rates and maximum population amount that those planets can host. I could also try to make those planet sizes influence maximum amount of buildings built. Unfortunately, I am not going to add more resources to this game as it complicates it more for the user, as the user will need to balance his resource needs more, and also complicates it for the developer being me, as it requires me to make bigger changes that require more time, if I am to add new features to the economy system. It will also have a negative effect on performance, relative to the resource intended purpose. Physical asteroids and comets will also have negative performance in large quantities, and in low quantities I don’t think that they are worth pursuing for both you in-game, and me to add them in.
I think you should add an indicator to the purchase frames that tell you their stats. E.g how many passengers each ship can carry, how many metal per second it generates.
Added warning icons for populated planets that turned red (scorched planets with decreasing populations) that indicate what percent of the original population is alive on that planet. They automatically go away once the planet becomes completely desolate, when the planet recovers its population, or when it becomes destroyed.
Added an option for the colony ships to not load in passengers when travelling. This was done with the intention of mass-producing colony ships on the home planet and then sending them to red planets to evacuate the remaining population from. Colony ships don’t get removed when they are launched this way. To determine which mode a colony ship is on, pay attention to what color the circle button on the ship UI has. If it’s green, it transports passengers, if it’s red, it doesn’t.
Added a button to return to the main menu. Now, when you realize that the situation is hopeless, you can return to the main menu with a single click and try again or if you finish the game on one difficulty and decide to try finishing the game on a different difficulty level.
Y’know from what I’ve played so far I think it’s a good game, I do enjoy it. (I’ve only escaped the Sun and did a little work in the new system, if I mention anything that occurs past that point forgive me)
I doubt it’d have any major success on Roblox, but as a singleplayer (or maybe multiplayer) game I’d play it in my free time if it were further developed.
If you’re making this game to bring in income, I don’t think this will do that. But otherwise it’s great.
Other than suggestions about intuitivity, I’d love if you went more into the logistics of things.
Stuff like max populations planets can support, max resources I can harvest from a planet, travel cost for ships, resource delivery networks.
And it’d be nice to more easily find planets I’ve colonized, like having a list UI that shows planets and I can click them to teleport to them.
Thank you for the suggestions and no, this game isn’t meant to bring profit, at least it isn’t prioritised. It’s a game that I decided to work on because it was revealed to me in a dream. I am not joking. I pushed the last update also because its parts were revealed to me in a dream, like the warning icon for a planet that is about to be consumed. I make updates generally when this happens or when people suggest something that I like and want implemented or when it’s a bug I know how to fix. Planets already have maximum populations which is defined by the state in which the planet is in (red,yellow,green,blue) and if the population of said planet exceeds the maximum population, for instance if the planet turns from green to yellow or red, then said population willl decrease to simulate the collapse of the infrastructure and supply needed to maintain such high population, like food production which is difficult on hot planets and outright impossible on large-scale on scorching planets. Also, ships already cost deuterium to travel, which is most visible during the early-game and on higher difficulties. But indeed, I am, or at least worked on an update to overhaul many things here, like the creation of UI that shows all the planets you can go to with a click like you can right now to any of the populated scorched planets that have a warning sign.
This game is very well put together! You know, there’s some games that you join in and you just know for a fact that it was made with love, this is one of them. I’m a big fan of these types of games and the style and voices reminded me a lot of Red Alert.
Here are some suggestions to improve your game:
Tutorial; the game is rather simple to grasp but nowadays with people getting dumber and dumber it’s better to have a tutorial.
Holding Control key should allow you to zoom out faster, this helps a lot when you’re exploding a lot of planets fast
Clicking on a planet’s name on the notifications should bring your camera to that planet, this way you can build stuff faster. For example, " Test Planet has been colonized ", the name of the planet should be bold/different color and then when you click on it, it puts your camera on the planet, so you can start building stuff there.
A lot of people have been telling me to do a tutorial and at this point I think I’ll create a seperate place that I will allow players to teleport to, to learn the basics. Aye, I can change how the camera works so that when you press and hold control it zooms in and out faster. As for the last suggestion I cannot disagree that this will be great. In fact, I’ll work on it now.
Clicking on a notification in the event log will now bring you to the planet of interest. For instance, if on Earth a mine will be built, the event log will output an appropriate message, and if you click it, you will be taken back to Earth. Same goes for almost all other events.
Event logs will now have different colors based on the type of the event. For instance, notification for the destruction of a planet will now have a dark red color describing it.
Tweaked population growth/decay settings.
Holding “Left Control” or “Right Control” key while scrolling your mouse wheel will make your zooming in or zooming out (based on the direction of your mouse wheel) twice as fast . This means it will take you half the time to fully zoom in or out while holding control key than zooming in or out without it.