I.Faustus Posted August 31, 2019 Posted August 31, 2019 Overview: Due to the great genetic war, that took place two centuries ago, many humans have genetic modifications. Most of them affect their strength, endurance or health. You on the other hand, are one of the few with the Dawnbringer genome... It is your task to find the other survivors, protect them, put their special abilities to the best use possible, build a base, and manage your colony. Thread Updated: 2019-08-31 Release Date: 2019-08-13 Developer: Faustus Patreon - Discord Censored: No Version: A_0.02 Public OS: Windows Language: English Newest version on Patreon:A_0.03 Colonist Genre: 3DCG, 3D game, Female protagonist, Character creation, Adventure, Breeding, Animated, Sci-Fi, Monster, Management, Strategy, Pregnancy, Creampie, Vaginal sex Installation: 1. Extract and run. Changelog: A_0.03 Colonist Added boob physics to all animations inside the base Improved the human X human animation (Less glitches with boobs&hands, no flickering hand etc.) Improved the xerash X human animation (Less glitches with boobs&hands) Improved the restroom animations (Less glitches with big boobs) Implemented the first version of the animation retargeting system (Going to be used to adjust animations on the fly for e.g. big hips) Changed the xerash in capsule animation (Tail no longer able to get out) Changed the light inside the base (Looks better&might improves fps) A_0.02 Public Mainly influenced by feedback, new systems were developed others were abandoned and many were updated! Implemented a "permadeath" toggle. Now you are able to choose. If you aren't able to heal a colonist, he'd normally die. With permadeath off, he just falls unconscious and will be healed/available again after you visited your base. Implemented Think-A-Hack. A small system to provide help with hacking into tech. Already available in the introduction during the oxygenhack. Will also be used to hack e.g. the replicator after you researched new tech. (No more typing long commands) Implemented a new shield system. Much easier to understand with a bit more action. Implemented a new consistent settings menu. Reimplemented a save system. Implemented a difficulty slider. Adjusted the dialogues to match the new systems. Made Eve more performant. Adjusted the "Fast" and "Good" quality setting to be performant but still visually pleasing Fixed some bugs including the gamebreaking settings bug and the portraitmaker light. Build a 32Bit version of the game A_0.01 Public The new alpha introduces a variety of new systems, animations and content in general! Get in touch with the Xerash and Xerkan, craft your first transmitter, research new tech, explore the first map of Eve, and well, of course: Found a colony! A0.002.2 Public Skip-buttons wherever you'd want to have one UI-Settings (Resolution/Full -or Windowed should work fine now - choose your res at start) Squashed 2 gamebreaking bugs inside the battle-scene And eliminated one in the base Implemented some tooltips (more to come - tutorials are planned) Tweaked the animation camera to give you better control over the view And further weakened your enemies - Might need to do that again A0.002.1 Public Added PortraitMaker Added DeckBuilder Added Base Added Office Polished the Battle-UI Changed Battle rules Implemented Gameplay ( wow.. seriously? ) You are now able to rescue other colonist trough Battles, but each time the enemies get stronger! Implemented SaveSystem ( i liked that part! - f*ck you, Meph!) Implemented two new sliders for the female Protagonist inside the character creation Fixed many glitches&bugs - still lots of work to do Developer Notes: Make sure to replicate some meds before you go outside, if you skip to the last part of the game! DOWNLOAD Win 64Bit: LETSUPLOAD - ANONFILE - MEGA Win 32Bit: MEGA - MEGA - NOPY
Sagebrush61 Posted September 2, 2019 Posted September 2, 2019 I like the idea of the game. But then I got to the first battle. I'd say that needs some work. Two opponents might be a bit much when the player doesn't have a clue what they're doing. The tutorial conversation has good flavor, but didn't tell me things I need to know, like clicking on parts of the icon which looks like a console controller at the bottom of the screen will summon drones, but nothing tells you what kind of attack they have until after you have expended concentration points to summon them. Some labels on that icon might be helpful. It also didn't tell me how to fire on an opponent. Had to figure it out through trial and error. The real-time shield thing in turn-based combat seems like an odd design choice - and I would recommend you put it at the bottom of the screen instead of the top. Players visual focus tends to be on the middle of the screen in combat, not on clutter at the top. Some sort of sound feedback when you click on an active area would be helpful, I couldn't tell when my mouseclick registered. When there is no sound of a click and no visible change to a menu button it is unclear to the player whether the click registered - and there seems to be a delay before you click processes. I saw this both in character creation and in the battle when I tried to activate the shields. I managed to kill one enemy but two were too much for me, got tired of retry and exited the game. There is a reason why RPG's typically have a new player fight giant rats in their first battle, they are fairly easy to beat while player learns the system.
MrAnonym Posted September 2, 2019 Posted September 2, 2019 It looks very good and I like your ambition. A question: I've glanced over your Patreon and I think I saw the word "story" in there. Does that mean it isn't open-ended? How linear is it intended to be?
I.Faustus Posted September 4, 2019 Author Posted September 4, 2019 On 9/2/2019 at 6:59 PM, Sagebrush61 said: I like the idea of the game. But then I got to the first battle. I'd say that needs some work. Two opponents might be a bit much when the player doesn't have a clue what they're doing. The tutorial conversation has good flavor, but didn't tell me things I need to know, like clicking on parts of the icon which looks like a console controller at the bottom of the screen will summon drones, but nothing tells you what kind of attack they have until after you have expended concentration points to summon them. Some labels on that icon might be helpful. It also didn't tell me how to fire on an opponent. Had to figure it out through trial and error. The real-time shield thing in turn-based combat seems like an odd design choice - and I would recommend you put it at the bottom of the screen instead of the top. Players visual focus tends to be on the middle of the screen in combat, not on clutter at the top. Some sort of sound feedback when you click on an active area would be helpful, I couldn't tell when my mouseclick registered. When there is no sound of a click and no visible change to a menu button it is unclear to the player whether the click registered - and there seems to be a delay before you click processes. I saw this both in character creation and in the battle when I tried to activate the shields. I managed to kill one enemy but two were too much for me, got tired of retry and exited the game. There is a reason why RPG's typically have a new player fight giant rats in their first battle, they are fairly easy to beat while player learns the system. Thank you very much for your constructive feedback! I'm definitely going to rewrite the tutorial scene. I'm thinking of a completely guided first fight, that can't be lost and an animated manual, which can be opened and observed anytime during a fight. You are also right about the sfx for buttons. By now I can't replicate the delay of the shield-system, but you are the second player that mentioned it so I'm going to dig into that. Thanks for playing!
I.Faustus Posted September 4, 2019 Author Posted September 4, 2019 On 9/3/2019 at 1:36 AM, MrAnonym said: It looks very good and I like your ambition. A question: I've glanced over your Patreon and I think I saw the word "story" in there. Does that mean it isn't open-ended? How linear is it intended to be? Thanks! Well, that's quite a good question. I've many ideas on how the story should affect the whole game. I'll rely on my patrons and the feedback I get to further develop it. Right now I'm thinking of the following: Many side quests. Some of them with decisions and different rewards based on your decision, so there is a neat replay value and the freedom of choice. A main quest that is going to guide you from time to time. After you succeed the last objective of this quest, you'll have different "endings" based on your success. However, I thought of one bad end and few good endings. In case you managed to reach a good end you'll be able to play with an open end. Something like a mix between the ends of Ma** E**ect 3 and Civ 5. But like I said: I'm going to listen to the players. Therefore, this is just a possible way to reduce linearity without loosing narrative elements.
thepit Posted September 9, 2019 Posted September 9, 2019 Holy shit, this looks right up my alley. I am definitively going to be watching this.
I.Faustus Posted December 8, 2019 Author Posted December 8, 2019 Posted an update on my current goals and achivements at my patreon page . Also featuring the new race, the Teryls, a playful and mischievous kind, which were developed with the ability to generate many different versions of hybrids fluently based on their parents. A small preview:
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