Showing posts with label crafting. Show all posts
Showing posts with label crafting. Show all posts

Devlog update: Resources

Devlog:

  • Payer has better overview of their resources (located in upper left corner of the screen)
  • There are now 4 new resource types in the game 
  • Mothership layout updated
  • Crafting mechanics design is ready, will be implemented in the future
  • Research mechanics design is ready, will be implemented in the future

New resource UI & Mothership layout


Crew 

Necessary for operating modules, extinguishing fires, fighting boarders, planetary missions, etc. Includes pets. You lose when the last crewmember dies.

Organics

A complex mix of partially alive organic compounds.
Needed as food for crewmembers & biological ship modules. Generated by various biosynthesis modules. Can be also harvested from planets with life.

Fuel 

Needed for most of ship actions, most importantly moving and warping. Regularly consumed by engines, reactors and warpdrives. Harvested from gas giants. Also, it is the most commonly sold resource.

Explosives 

Consumed as ammo by larger projectile weapons. Also used to bomb enemies from orbit or detonate strong barriers. Often used as currency by pirates or warlike civilizations. Found on rare gas giants, or civilization ruins. Can be bought but are quite expensive.

Metals

Basic building material for most crafting projects. Also consumed when repairing modules.

Synthetics

Basic building material for most crafting projects. Also consumed when repairing modules.


Exotics

Ultra-rare compounds necessary for crafting more advanced modules. Very expensive to buy, but can be found from remains of dead warplife.

Data Credits

Intergalactic currency. All valuable information can be converted into data credits on the spot. 

Fate points

Earned by ethical choices or winning combats. Can be used to buy perks that make the next run easier.


October update, great news


New landing page, yay!
Heyy! We are happy to reveal our next step in reaching out, in the form of a minimalist landing page for easy demo sharing. Please sign up if you want to try out Rogue Ambassador when it becomes available. If you are feeling particularly generous, please share the new page also with your friends :)



Mothership internal view with module lights
In the above picture, you can see the next iteration of the Mothership, complete with pseudo-lights and crew buzzling about. The nondescript purple-ish module In the upper left corner of the ship is the Materials Convertor. If we decide to incorporate it, it will be a sort of "crafting module", where the player can combine resources & fuel to create cannon ammo or things like nuclear missiles. We cannot promise to convertor yet because completing the public playable build is still the key priority for us.

I left the greatest news last. Namely, we have just successfully completed an Estonian crowd-investment campaign, raising 403% of the funding we minimally asked for. I'd rather not post more details about it here, but the main point is that this grants us the freedom to keep working on the game without worrying about things like how do we buy the next kilogram of rice or pay the studio rent. If you happen to be one of our nanoinvestors, then thank you once more! We won't starve to death because of you :)

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