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Post by keirfarroad on May 26, 2016 21:49:26 GMT
Here's a thread to post small quality of life changes and other similar suggestions rather have them spread out over the forum. This could also serve as a good place to teach people the game if their suggestion has already been implemented ! Post them here and I'll compile them into an OP that the Devs can easily check and take them out once they've been added. We can have a nice completed list also . Controls- Be able to left click certain objects - Speed O Citizens - Be able to click a dead citizen to determine what their cause of death was. - Some way to make citizens walk faster. Maybe paths, like in settlers? Buildings
- Permanently enable auto-hire so that dead citizens are replaced with unemployed citizens. - Building Material Delivery: What if instead of them being auto-delivered, you could upgrade your citizens to be better carriers so that you can deliver multiple units per trip instead of just one. (Think Back packs and wheel barrows, etc.) Visual - Make the difference between Town and Leadership mode more apparent. Different colours as well as icons perhaps?
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Post by monkeydo1 on Jun 10, 2016 5:46:04 GMT
Building Material Delivery: What if instead of them being auto delivered, you could up grade your citiens to be better carriers, so that you can deliver multiple units per trip instead of just one. (Think Back packs and wheel barrows, etc.)
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Post by angrygiant on Jun 10, 2016 14:48:54 GMT
Just bought the game. First thing I've noticed is there is some inconsistency between the tutorial and the game menu. eg: Tutorial has Scavenger's Yard, Game has Scavenger's Hut/Builder's Yard. This could easily be cleaned up to be clearer.
I would also like a speed 0 aka paused. If this is not intended I can understand the mechanic, but it would be nice to plan things a bit more.
Otherwise it's running great. getting 70FPS on highest settings at 1920 x 1080. About 40 FPS at 3840x2160 (monitor native). With that in mind. A user scalable UI would also be nice.
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Post by ScottFarRoad on Jun 10, 2016 17:01:49 GMT
Building Material Delivery: What if instead of them being auto delivered, you could up grade your citiens to be better carriers, so that you can deliver multiple units per trip instead of just one. (Think Back packs and wheel barrows, etc.) Good idea! We do intend to make it so that all buildings can be upgraded in some form later on and that would be a logical upgrade for the builder's yard. Just bought the game. First thing I've noticed is there is some inconsistency between the tutorial and the game menu. eg: Tutorial has Scavenger's Yard, Game has Scavenger's Hut/Builder's Yard. This could easily be cleaned up to be clearer. I would also like a speed 0 aka paused. If this is not intended I can understand the mechanic, but it would be nice to plan things a bit more. Otherwise it's running great. getting 70FPS on highest settings at 1920 x 1080. About 40 FPS at 3840x2160 (monitor native). With that in mind. A user scalable UI would also be nice. Thanks for spotting that inconsistent text. I fixed it a moment ago, ready for the next version. Speed of 0 is a good idea too. We'll try and get that one in soon, shouldn't be too tricky. Glad the game is running well for you. Our own PCs can't run it that well so you're seeing the game as even its creators haven't yet!
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Post by keirfarroad on Jun 11, 2016 2:29:47 GMT
Added the new suggestions to the OP, thanks guys!
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Post by ScottFarRoad on Jul 3, 2016 15:58:33 GMT
Just to note we will be adding (at some point) a way for players to be able to scale the UI themselves to make it larger or smaller as this seems to be a popular requested feature.
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Post by skedaddler on Jul 8, 2016 23:22:12 GMT
I have no idea how complicated this would be to implement, put I've always wanted to see a game like this with organic path development. Where citizens walk is where the path is formed. Traffic will dictate the road maintenance and subsequently improve speed along the path/road. Possible potential upgrade limits depending on tech and resources. Would be nice if this also affected pathing metrics so NPCs would prefer to go the long way because it's faster.
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Post by ScottFarRoad on Jul 9, 2016 12:41:15 GMT
I have no idea how complicated this would be to implement, put I've always wanted to see a game like this with organic path development. Where citizens walk is where the path is formed. Traffic will dictate the road maintenance and subsequently improve speed along the path/road. Possible potential upgrade limits depending on tech and resources. Would be nice if this also affected pathing metrics so NPCs would prefer to go the long way because it's faster. This idea was already on our to-do list and will appear at some point.
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