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Zolokhan

12
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3
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A member registered Jun 16, 2020

Recent community posts

Cool!

(1 edit)

Why not update us on what you are working on now in the game?

 Fill in the space between updates.

Finally beat the abomination .

The crash i had at world load was caused by me not waiting long enough.  It took quite a bit of time but my laptop is not really very powerful right now.

1) About the game being ugly - perhaps simple would be better.  The more crude the monsters the more you can have at one time ... it is better this way.  The main thing is how the monsters feel and are experienced which is great I like them simple and ugly.   

2) I understand the problem with the hearts spawning.  It feels like you walk for ages and find nothing but if you wait until nightfall they start spawning.  

3) The stone bullets work for now and your plan for making use of unique ammo is cool (bullet factories using multiple ingredients .. chemistry).  

4) The difficulty is pretty low at the moments (except for the abomination ... that is strong).  THe mobs really just become XP farms.  It would be nice if the monsters got progressivelt stronger as you increased your base/ production.  This would force you to improve your defenses with the better ammunition idea. 

5) Is there plans to add creative mode? I would like to mess around with stuff but I am limited by resources and day night cycles.  Any plans to add a mode where yo ucan build anything for free.

6) If you look at Terraria and Don't Starve - they did not have endless maps but people still love playing them multiplayer.  And since you can always travel to another world and keep your character then why bother with the endless map.  Once you get more biomes and more layers to the map and perhaps some dungeons, places of interest, the map will feel unique.  A unique and interesting world would be better than a vast endless world where nothing means anything.   Like dwarf fortress, the map was not endless but it felt like there were many possibilities.  

And you can still set the spawn to make huge maps with many square kilometers of land but it should have an end.  This can make for maps that have a unique shape perhaps ... islands or central mountains or double continents.  I have made multiple worlds already but none of them meant anything or stood out particularly much - if you walk long enough your going to find a place that has copper, tin, iron, coal in abundance and your are set. If your plans for multiplayer are in the 1,000s then have you considered PvP ? If the map is not endless it would force people to compete ... it is a crazy idea.  Have you ever played 7DaystoDie? Its world is not infinite but it is pretty damn huge and you will probably reach a stopping point  (climbed every mountain, killed every challenge, built every item, found every treasure) before you explore everything.  Then you start a new world and see what new challanges that world has to offer.  

These worlds are not completely random, they are procedurally generated so even in a finite world you can guarantee that EVERY biome will spawn and it will have a minimum amount of dungeons for example.  

Lets think about the stone turrets for example ... you have a very large selection of turrets and lasers but in the end you and I both just used stone because it worked.  More options does not always lead to meaningful gameplay.  Your turret list is basically infinite in the idea that I will never make my way through it.  I will never build every laser because it is pointless.  Exploring an infinite world could become pointless.  But if the world is smaller but more dynamic, unique, and is filled with emergent gameplay opportunities then it could be worth it. 

For example, thinking completely crazy in the future .... imagine creating a world with randomly allocated slider bars for mountains, lava, swamps, cities, caves, trees, deserts, islands - like a full complement of world generating madness.  But you are unaware of these at world start. (ofcourse you can manually mess with these to make like water world if you felt like it).  You start your aventure ...  you find yourself spawning between a village biome of goblins (?) and a lava biome of demons (?).  You find a cliff between these two biomes to make your base ... it is defensible and you can kill off the goblins and demons that come trying to kill you every night.  You get ores, your moving up, you decide to dig down into the mountain and find your base is directly over a undead biome underground, vampires are now trying to kill you.  You have to build different towes to kill each threat, you have to make a decision about which group to kill first perhaps.  Maybe you can tech up to terraforming  and completely wipe out one biome (freeze the lava pools maybe)  ... or negotiate with one of them.  The game world has to challenge you to survive against it and succeed.  I have made one laser in your game and it served no purpose but it looked cool and was satisfying but I did not need to build it because the world was not forcing me to need a laser.  In an infinite world - you can always overcome any obstacle by walking in another direction (ugh .. I built my base on top of vampires ... I will simply relocate) .  In a finite world you are stuck and must fight.  If you want to build a large base you must fight to carve that base out of the environment - threats and all.  

I recently made a base in your game in a terrible location with  low resources and decided to try making coal from trees.  This led to around an hour or so of me just learning how the whole process worked, fine tuning the production chains.  I had ot experiment with bio compressers, the coal making device .  I  had like eight compressors going into one coal making thing.   It was fun and I still have not gotten it down to the most streamlined model of  trees ----> leaves/sticks ---> lumber ----> coal.  THat is what I like about Evolvdustry is organizing resources, production, base building, defendin my forest because I also had to discover that monster will eat your trees. You cannot make bullets out of forest biome so I had to snake a conveyor around to supply turrets.  This whole process about making coal from trees was fun but UTTERLY POINTLESS  :) becuase I simply could have kept walking until i found a giant coal field next to an iron patch.  The only reason I did it was becuase I wanted to see what it was like to build a base in a terrible location.  In an inifnite world you would always be able to build a base in optimal surroundings - in a finite world you have to figure it out and make it work - that is where the fun is.  And you can always head off to a new world at any time for variety. 

But your game is awesome, I could play this for thousands of hours and see limitless potential.  Mindustry, Terraria, Fortresscraft, Minecraft, 7DaystoDie, Don't Starve all rolled up into one game with a simple 2D top down aesthetic .  Imagine the kind of mods  people will make for this game? lol

If you do not kill a boss it's health bar stays in the corner of the screen even after it despawns.

Also a way to scan or info check things in game ... I have no idea what those yellow or blue ores are and have no clue what tungstun looks like in game. 

Evolvedustry community · Created a new topic 1.48 Feedback

Immediate observations : 

1) Slimes - nice but they need a purpose.  Either as fuel or different attacks based on color, or diffferent drops based on color.  Right now they do nothing but die.  

2) Crafting menu is much better now.  Is there a way to keymap the toggle between gear and buildings? That would be nice.  

3) All turrets use stone now.  I do not know if this was necessary ... it makes base defense too easy perhaps.  Upgrading your turrets should force yo uto upgrade your infrastructure to increase bar production to supply those new turrets with ammunition.  If they only ever use rocks then you just need to build one stone drill for each turret and you are finished.  There is nothing to so with all your extra bars.  They just sit in barrels. 

4) BUG : There is a major problem i am having when the world gets to be either too old or too big.  It stops loading and I am unable to re-enter it.  I notice that new worlds load much faster than older ones and eventually they just stop loading.  The characters are always saved and retrieved but the worlds eventually stop responding and crash the whole game.  

5) BUG: Boss hearts are not spawning in some worlds.  I was able to defeat the ice boss ... there were tons of ice hearts but after I beat it I saw one desert heart but then no more after wandering the map for awhile.  I created a new world when that one was unresponsive but this new world has no hearts. 

6) BUG: the quests are not workign properly for me.  The first thing i did when 1.48 came out was delete mt old character and world.  I was on the quest to defeat the Abomination (Liberator) but never finished it.  After I deleted that character and made a new one - the NEW character had the same mission (Liberator) but did not have access to the earlier missions.  I then created a second new character and he also had only The Liberator as a mission.  

7) Progression : I felt like now that I knew what to do I was able to rush everything and get my base completely defended by the first night. After my base was set, I went hunting hearts, and just kept trying to kill the ice boss, everytime getting  litty stronger.   I was able to defeat the Ice boss without any iron yet.  I simply destroyed hearts till I could make gear out of True Ice.  I went from Wood to Stone to Copper to True Ice.  Due to the nightly attacks I was a pretty high level and after defeating the ice boss I had enough materials to make all true Ice and an Abominal spear from the other material.  I felt this was too fast.  

8) Difficulty levels do not mean anything ?  I made a world on the highest difficulty but nothing was different? Has this been implemented? 

9) Needs a minimap. 

10) Does the world need to be infinite? If resources are unlimited then why make the worlds so big ... it is just a lot of empty space.  

Further Suggestions and other thoughts .... 

I am very curious to know your vision for this game.  Like I have said, this game is very appealing to me since I love Fortresscraft Evolved, Mindustry, Survival games, tower defense, and automation.  I can envision this game being very popular but I am wondering how you are going to market this game?  As it stands now it is top down Terraria.  This is a good start but it can be so much more.  Terraria was alright but it lacked any strategic thought.  It was formulaic and had a preplanned tier after tier structure.  Terraria was a very structured game which made it dull. Lots of people really like Terraria's aethetic (I hated it) and it became stupid popular.  The building aspect clicked with a lot of people but I found buidling in terraria to be utterly pointles - it had no strategic purpose. It was just for show. 

Now .. Evolvedustry has the potential to be much more strategic and can really capitalize on the tower defense, automation, and efficiency aspects.  Even combat can be so much better than terraria.  Look at Enter the Gungeon or any twin stick shooter and you can see the potential for top down games.  Can you imagine Evolvedustry with guns?   It has much more depth than Terraria which was basically just wandering a map and collecting crap and searching pages of Terraria wiki for the next tedious step.  

If you have not played Fortresscraft Evolved check it out.  It goes into the extreme of production and factory efficiency.  It is like Factorio but is 3D and voxel based.  It completely dropped the ball on the survival tower defense gameplay, which Evolvedustry is better suited for, but it had really great production goals.  You basically have to expand your production chains greater and greater to build larger and larger machines.  You go from needing like 50 copper bars to eventually needing 1 million bars to finish the last tasks for example.  If you combine this engineering with survival and combat and character development and boss fights I can see Evolvedustry standing apart from all these games.  It is a step into something new - beyond Terraria, beyond Fortresscraft, beyond Minecraft (I hate your trees btw ... way to Minecrafty :P), beyond Don't Starve.  Each of these games had something good but your game combines them all.  

I think one of the best things about Evolvedustry is that it is so ugly.  The enemies look like circles and blobs.  Your character looks like a rectangle.  But everything moves very well and it runs good.  Everything communicates itself clearly (simplistically) and it all works.  Terraria and Don't starve had a visual look and feel that people responded to but when playing them I always felt my experience in the game was no different than anyone else - you follow a set path and go through the motions.  Evolvedustry could fall into that trap, which might work for many people, but since this game will never have the visual style of those games I do not think it will compete.  Evolvedustry has the potential however to go MUCH deeper than those games and provide players with a more individualized experience.  

For example - Why not make monster spawning dependent on nearby biomes? As it stands now the nightly attacks are completely predictable just like Terraria, don't starve, etc.  But what if the monsters that attacked you changed depending on surrounding biomes such as a cementary biome creates undead, swamp biome makes XX monster, forest makes animals, mountains makes birds.  So your experience is already unique based on the world seed and location.  Then you can have those monters evolve based on other factors - how much ore is being produced could make larger monsters attack your base.  You can have multipel types of the same monsters such as fire zombies, acid zombies, fast zombies, regenerating zombies.  Keep the simple looking zombie monster animation but give it a pallete swap and some fire effects and bam a lava zombie. Keep the graphics simple - this also encourages players to eventually mod in thier own monsters.  Ofcourse each different zombie could have different drops and these drops can then be used to make unique machines, defenses, etc.  Perhaps killing bunches of fire zombies becuase your base is near a lava biome can allow you to build fire shooting towers or flame swords or use thier bodies to fuel machines (alternative fuel source).  The monsters should evolve with you - as you impact the environment it should have repurcussions on monsters abilties or growth. 

You mentioned that there will be digging in the game which is good because the ores need to be separated in some way - better ores deeper down and ofcourse more challenges deeper down.  There can also be biomes that damage your health, your machines might work slower, etc. 

I have written a lot but I blame Corona for making us alls stuck at home and summer starting  (I am a high school teacher so I am finally free of online teaching bullshit) I have way too much free time to think about games. 

These suggestions are just my thoughts about where this game could go but in the short term ... mini map, arrows on the conveyors when being placed, and working on the stability of reloading older worlds would be awesome. 

Nice to see the update .... will play it shortly.  

Couple more things ...

1) Arrow indicators when placing conveyor belts to show direction.

2) An actual glitch - constructions are invisible when built on snow biomes - so far conveyors, walls but i assume everything.  I did not test it with everything but they are definitely there but invisible.  The ores move on the invisible conveyors. 

How exctly do you spawn the Abomination?

Sounds good.  Looking forward to the updates.  

1) The crafting menu needs away to find recipes without scrolling to the sides - it is just cluttered with uneeded recipes.  

2) I am curious as to where this game will go - wil it be more like  Terraria where it is driven by finding new bosses and getting new tiers of equipment or will it be more like Fortresscraft / Factorio where it is driven by automation complexity.  Like, will  bronze ever be used again once I have iron?  In Terraria you just stop needing that tier and it is forgotten but in Fortresscraft / factorio you will always need low tier materials to build up to higher ones.  

3) Also the ore spread is kind of all over the place and makes building a base awkward.  Perhaps larger veins but less of them .

4) Also, can i craft a bed that allows me to move the spawn point when you die?

5) Will there ever be diffferent levels in the map so we can dig or climb mountains? 

Serisously, I am digging this game even in its wonky form.  Fortresscraft Evolved (i hope you have played it) is one of my favorite games but it focused entirely on the automation part and lacked the monsters and character developement.  This game borrows that from Terraria very well but I would really like to see this game move away from the obvious Terraria aesthetics and become its own thing.  It deserves it. 

(3 edits)

1) How do i plant acorns? 

2) Will there be a buildable tower that heals other towers? Check out Mindustry (which you probably did this since is a mach up of Terraria and Mindustry)

3) Any way to zoom out or plans for more resolutions? It really needs a zoom. 

4) There is not exit game button on main menu so I need to minimize the window and manually close it ... it is just inconvenient. 

5) Will there be a timer that shows how long day has left?

6) Can I make arrows out of anything but wood? Till i figute out how to plant acorcs this is not good. 

8) How do i delete items from my inventory? Like destroy them completely? I have been throwing them in lava. 

9) Ice boss is very hard since he moves faster than it do. even with extra movement perks. 

10) The perk hexagon grid is good but it is larger than the screen so i cannto see it if it gets to the edges. 

11) Does the worm boss have a HP bar? I find it hard to see.

12) Fortresscraft Evolved had a device that would suck up items for you - I find myself runnig laps around my base every night picking up XP balls and it is kinda tedious.  I should be able to automate this. 

This game is very good, it has unbeleiveable potential since it maries Tarraria + Mindustry + Fortresscraft Evovled + Minecraft.  This could be a very VERY popular game but it needs soem polish.  There is A LOT you can do.  I hate 2D side scrollers so I never really got into Terraria.  This game does not have the "building" potential of those but it has the complexity of Fortresscraft (or Factorio) 

Did this game just get released last week?  

I am very interested in this game.