New Stretch Goals and Demo Tutorial
We reached our 2nd Stretchgoal! We'll now be able to expand our team with an additional programmer.
Our 5th stretchgoal and post-release expansion is themed around Aliens.
We want there to be some mystery surrounding them so we won't be revealing everything. You'll be able to find old remnants of xeno technology, rare materials, blueprints, seeds, and such. Acquired either through missions or trading.
The xeno tech will introduce a new tier of resources, used to build new versions of certain objects like reactors, turrets, and doors.
This is a copy and paste from a previous update.
Creative mode is our next stretch goal.
Our intent is to provide you with the tools to create any station/scenario that you want. You'll be able to build instantly (like in the demo), spawn resources, spawn colonists, spawn pirates, etc.
You can move colonists, edit their stats, give them diseases, whatever you want. We'd also like it if the player can adjust relationships with other factions, but we might not have time for that. Colonists won't die in creative mode, either.
There will be a button for switching between creative mode and non-creative mode.
Most of the work will just be in creating the user interface to support these features.
Some of you asked for a tutorial on the demo, so here.
We realize that the interface isn't the best right now. We actually had no intentions of releasing a demo during our Kickstarter (we didn't think that people would actually want a demo).
We made some small updates to the demo.
- Max zoom is now 2 times bigger
- Added HD screenshot button (it will capture a screenshot in twice the game resolution)
- The build is now a "development" build, so exceptions shouldn't cause a crash. You can expect things to get weird if there are any errors (but at least it won't crash).
- Fixed some minor bugs that no one probably noticed
The new build links are live on the Kickstarter page.