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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Initial Feedback on v0.1.2a

(@sphinxgate)
Estimable Member

First of all a big apologies for taking so long to provide some feedback on the new alpha release (v0.1.2a).   It was a case of bad timing as I got invites to 2 beta's which I've been busy testing as well.

Anyhow back to Moonbase and first thing to say is it's great to be back, right from the loading screen I got that rush to start a new base and get building which is a good sign of things to come.

 

Some positives;

 

* Liking the new colonist hire interface, makes sense to have some control over colonists and I think with some more in depth thought in this area it could turn into a really good feature.    I'll have a play with it at later points in the game before I reveal my thoughts on possible colonists roles.

* Coloured Repair ships - yay great stuff no more confusing them with the random ships.

* The backdrop is much clearer (higher res) so thumbs up for that and noticed some new building detail which is looking good !

 

Some bugs;

 

* One of my repair ships went AWOL, just disappeared - I'll try and re-produce the scenerio :/

* Rocket Resource seems to be free at the moment, some constructions need it but still build with 0 in this resource.

* When hiring colonists you can only hire up to one less than maximum permitted.  i.e 8/9 - I'd expect to hire 9/9

* A few of the Info pages on the construction buildings are buggy, noticed a few on Transport and Special Tab (might want to lock those out if they aren't ready).

 

Some suggestions;

 

* After playing a few RTS and zoom in/out games the mouse zoom in moonbase is counter-intuitive.   Mouse scroll down usually zooms out and mouse scroll up zooms in, an option to switch that would be handy.

* When using Q & E to pivet, it rotates on the player position, usually a rotate would pivot on the centre of the screen - so a building in the middle would remain in the middle if you know what I mean.

* The graphics on the menu are fine but they are clashing with the text, could you have the graphic only and then a mouseover pop a tooltip or something like that - will probably not need the text after a few hours gameplay tbh.

 

I have a modular UI idea to share with you when I get chance to mock one up in photoshop.

Anyhow keep up the good work, the game is progressing well.

 

P.S To answer your question, no crashing out of the game experienced, middle mouse button does lock up the game when purchasing a construction - think you know about this one though.

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Topic starter Posted : October 17, 2013 16:01
(@sphinxgate)
Estimable Member

A few more bugs and suggestions;

 

Bugs;

 

* I had a situation whereby I could not re-activate solar panels or hydropnics following a repair, it did rectify itself after I fixed the next problem.

* Construction Bases do not show as deactivated (de-activated stripped walls), this took me a while to realise and when activated other areas that seemed to be not working started working again (may be linked to colonist count)

* When I started up the game this evening I had no colonists at all - so had to re-hire my limit (-1).

* One of my repair ships stayed docked and refused to refuel (right one) - after I created a new repair yard it seemed to kick into life and go about business as usual.

* The missing repair ship mentioned in my post above re-appeared upon a re-load of the game

* When building a construction the resource bar that pops isn't correctly aligned to Colonists but shows on the Fuel item.

 

Suggestions;

 

* Grey skin on the 'Factory' model until you finish it as bright white currently.

* Building's automatically re-activate after repair, I'm often wondering why a building hasn't been re-activated as when I check it's in 'Excellent' health

* On the resource bar, is it possible to colour code the 360 circle readout red if it's decreasing (-), amber if it's stationary (0) and continue to be blue if in (+) resource.   A nice way to show a visual on an resourcing action that needs to considered.

* Rather than the construction fence around deactivated building's perhaps you could shade them red or put a small warning triangle over the construction.

* Do you have any plans to add some sound to the actions of construction placement and menu clicking, just some tactile feedback that you've clicked something would be nice.

* When placing a construction could it stay on the cursor location until it's put in place as opposed to the click drag mechanism ?

 

Base progressing quite nicely and expanding at a good speed so the pace is good, I feel I'm making steady progress.

 

Thought about knocking up a tutorial of my build order to help out other moonbaser's - any objections to that or would you rather players figured it out for themselves during beta ?

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Topic starter Posted : October 18, 2013 15:13
(@sjones)
Estimable Member

Thanks  for the feedback! very helpful to know the game inst crashing when built, just out of curiosity how long is your longest sessions (i.e. left the game running without closing it down or re-loading a save etc)

 

the triangle idea for de-activated buildings is half way in the works already, I also didn't much like the striped barriers but was a limitation I had with android devices, this one I hadn't spent much time on and will be looking to implement other stuff like no lights particle effects that show air leaks etc, though I understand your suggestion of turning them red, this would be easy to see and easy to fix (the barriers will be hard to see from a distance and the current scheme it can be hard to tell what building they belong to.)

 

the buildings re-activating after  being repaired is something I have been considering and shouldn't be too hard to do, my concern was the crash I was constantly having was due to the save mechanism and keeping track of auto-deactivated buildings would of compounded this issue potentially.

 

sound for buildings etc are in the works, also menu sounds and other SFX is something I am pushing but I have no background in audio and my audio friend specialists in composition rather than SFX - that said there has been recent progress towards this goal and will know more soon.

 

The colonist hire bug, hiring one less than your limit is known and also fixed for 0.1.3a (soon to be released I hope)

 

the radial count for resources could possibly turn colour, though my original plan is to change the in/out count to reflect this better, red through to yellow to green, similar to that of the resource cost being red or green dependent on if you have enough of that resource.

 

with regards to building placement to follow your mouse without clicking, the reason I done it this way is so that you can still move the camera when moving the mouse to the edge of the screen yet keeping the building where it was, the chances are that I may even have the rotation of the building done by mouse movement too.

 

the pivoting of the camera is something I felt the same about, however this was an easier implementation and more controlled way of rotating the camera as the plan was to tilt the camera up when you get closer to the ground, meaning the center of the screen would be facing a distant object and rotation would be ugly.

I will most likely improve this but unfortunately wont be any time soon.

 

Damn repair ships... will look into them some more 🙁

 

I think the loading of 0 colonists is something thats fixed in 0.1.3a hopefully will fix other issues too, so will wait and see on this one.

 

will change the factory to a darker grey for the next build, there are other buildings that are white, I cant remember at this point what are textured and what are solid white, so if you see more you want changing let me know

 

would love to hear your UI ideas, I find it hard to come up with UI designs at times, any suggestions are welcome.

 

a tutorial would be good, help others as I have had reports that have said some people find it hard (even better if you could make a youtube vid tutorial!) I forgot to activate the tutorial again in 0.1.2a, I also dont like the tutorial and will be scrapping it in favor of integrating it into the story and missions as there is now much more to learn with the addition of the colonists interaction options.

 

and on that note, would also love to hear your ideas on interaction options too - the issue is now though that I felt that this feature had to be in there, so I abandoned the kickstarter stretch goal for this option and just went for it, its now put me behind schedule a fair amount, this means that I have to be careful now what is added or not as I don't want to get to the point where funds run out due to extra development and be left with a 90% complete game.

Don't be afraid to suggest stuff, what some people may think would take a long time to do might be relatively simple.

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Posted : October 18, 2013 23:50
(@sphinxgate)
Estimable Member

edit - this is version 0.1.2a (just noticed your email about 0.1.4a which I'm currently downloading)

 

Ok some bad news on the crash bug.

 

Was playing this evening start time 18:39hrs and the game input froze at 19:11hrs, counters were still moving but I was unable to do anything else.

You're not going to like this but I think it may be linked to your nemesis - the repair ships.

 

I think the repair ships are giving me the most grief atm, they don't seem to want to re-fuel.

I also think if a ship runs out of fuel mid-repair it just stays over the building it's repairing doing nothing.   Needs a manual kick start to repair another building.

I'm also thinking that the status of the repair ship could be lost when re-loading the game which may be another glitch causing problems.

 

I suppose a good way to test these theories is to deactivate building damage and the repair ships to see if it stabalises the game - it can be close to a game stopper if your buildings start deactivating as this leads to another intended feature or bug - Losing your hired colonists if the Construction Base or Control Base go offline.   As these building provide your colonist total as they deactivate and then re-activate you have to re-hire to get your population up.

 

As for game balance I think there is a missing water resource building in between the basic one and the Water Mining Platform (which takes alot of research points to unlock and costs 37000 but produces a healthy level of water.

I think a third building is required mid game that generates about ~100 water.   There is one for Energy and that reduces the need to have lots of solar panels.

 

Finally the Info panel on Waste Recycling Construction is bugged and requires a game reset to resolve.

 

I'm happy to start posting bugs direct on your bug tracker when you have it online if that's your preference for tracking them.

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Topic starter Posted : October 20, 2013 12:24