The Fidget Factor | Yahtzee's Dev Diary | S2 EP 10

  • Publisert Måned siden

    The Escapist

    Runtime: 06:53

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The Escapist
The Escapist

Note: We've added the episode numbers for Season 2 into the title as some were confused about the continuity of the episodes. All have been updated in the Yahtzee's Dev Diary playlist, so make sure to catch the ones you missed!

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Nobody Important
Nobody Important

@Raymond Christianto thanks

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Raymond Christianto
Raymond Christianto

@Nobody Important Youtube releases of Escapist primary shows are always delayed by 1 week relative to the website.

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Nobody Important
Nobody Important

Why is the release of the episodes on YouTube not in sink with the new ones coming out

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boastmosttoast
boastmosttoast

Haha, willy ship.

3 dager siden
Corbald
Corbald

I mean... I've always tried to keep it neat anway... but I never thought people were judging me via my code.... oh god... another panic attack.... oh god... it'd good that these are normal... where's my breathing sack??

5 dager siden
Purple IsTheBest
Purple IsTheBest

How do I miss the release of 3 episodes?

6 dager siden
TheCivildecay
TheCivildecay

So you are making a travel aroundy, crafty, makey, friendsy-em-up-like?

7 dager siden
Limbo08
Limbo08

So the "mini-game" is basiclly manually stearing your craft instead of kicking back and letting the autopilot do the work?

18 dager siden
Cairo Tatum
Cairo Tatum

Comforting podcast energy here.

21 dag siden
Jen Weatherwax
Jen Weatherwax

Can we have a pet?!? (Like the dog or cat in Stardew Valley)

21 dag siden
Jen Weatherwax
Jen Weatherwax

Keep your code neat for the poor person who will look at it in the future - that poor person will probable be you

21 dag siden
ProvenDestroyer
ProvenDestroyer

If you want to put in mini games for pacing and setting up some story points, why not make dream sequences for your character. Your character will have a standard nights sleep, but if you actively engage with these dreams you could always create bonuses for said character, improved relationship building etc. On top of this, you could centre the dreams around certain key story points, the characters worries or attitude towards NPCs and the like.

21 dag siden
tuseroni
tuseroni

there is an old programming axiom "code like the person who has to main your code is a violent psychopath who knows where you live"

22 dager siden
Nicolás Cabello
Nicolás Cabello

The moment I heard "collecting documents" a little song in my head went off: "Random documents and audio logs: We find them stuck to notice boards, We find them under dogs. We're gonna put them in a file And give it a review When we're bored of all the gameplay, But we've nothing else to do."

24 dager siden
Kevin Temple
Kevin Temple

I'm normally not interested in "retro", low-res graphic games (it's 2020, not 1994), but I'm genuinely looking forward to playing this.

25 dager siden
Duke Skibbington
Duke Skibbington

bring back trilby and chzo

27 dager siden
Adrian Nnoli
Adrian Nnoli

What about you make multiple levels to a ship

27 dager siden
Jaxx on
Jaxx on

"And so Croshaw made another story centered around cosmic Lovecraftian Deities"

27 dager siden
Tim Seguine
Tim Seguine

I have worked on a few large code bases over the years, and coding as if someone else will have to understand it pays dividends even if the only person who actually does read it is you. I can't tell you how often I have thought "what idiot wrote this?" only to look in the source code control history and find out it was me. Think of it as doing future you a favour when he has to come back and figure out why something isn't working or implement a new feature.

28 dager siden
Patrick Rose
Patrick Rose

I'm not well versed in GameMaker, but is it possible to extract things that would be saved to a global object and read/write to that? Then you just need to save that global object instead of realising you've missed a variable somewhere.

28 dager siden
Robert R
Robert R

If you're going to lock off quadrants of the map, it has to feel like the actual gameplay (or at the very least the narrative) expands with it. Otherwise there's no reason to care; it's just a larger area to do the same busywork. That's especially bad if the busywork is procedural.

29 dager siden
Dollar Menu
Dollar Menu

The title graphic looks more like Starstruck: Vagabond than Starstruck Vagabond to me, and I know you hate your unnecessary subtitles. Just a small quibble

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Vince Maslowski
Vince Maslowski

You ever see that movie 'Space Truckers'?

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Joshua Maurer
Joshua Maurer

"Maybe I won't center a story around cosmic Lovecraftian deities for once." What a time to be alive.

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DawnApon
DawnApon

The cursor is an immense touch, I couldn't imagine the game feeling as whole as it is if it were a dinky windows default interacting with the big blocky bubbly aesthetic

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thesalanian
thesalanian

I'm not sure the top down space shooter would make the journeys slow or contemplative though

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Epicmonk117
Epicmonk117

Ya know what would be kinda funny? The ability to purchase a special upgrade for your ship that lets you play the 12 games you made in season 1 on your journey (and perhaps some of your OTHER Gamemaker games).

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izzyjk
izzyjk

Somebody else here mentioned that you could make savefiles human-readable or not, and I'd like to advocate making them human-readable. It makes it easier to mod your game that way. It also makes it easier to cheat, which you may think is an undesirable feature, but what's wrong with cheating? It's simply another way to enjoy the game. Oftentimes after completing a game once, I find myself wanting to play it again but without the slog or the difficulty. Maybe I just want to slow down and enjoy the story, or go on a power trip. Making your savefiles human-readable is a way to give your players choice in how they enjoy your game, and if there's not much difference in the effort between making both kinds of savefile, I think you should always go for the option that gives your players choice.

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Grubthak
Grubthak

On the topic of things to do while the ship is in motion, once you add crew members the player could pass time by interacting with them.

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Ray Anderson
Ray Anderson

I just rewatched the bioshock review where yahtzee talked about being underwater but having no swimming. Good to see he's not falling into the same trap.

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David Sifuentez
David Sifuentez

I love the idea of giant creatures living in space, you should have a space creature fight as a mini game or something xD

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Aleksandar Rakić
Aleksandar Rakić

You could add a PlaySpace 6 console somewhere on the deck and let us play games on it. Maybe a choice of 12 readily available games?

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Johan Jartelius
Johan Jartelius

I am finding myself more and more looking forward to this game.

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GenericKen000
GenericKen000

I would add a lint trap mini game, where you carefully remove lint from the ships lint trap. Remove it patiently to get it off in one big piece, and you can add it to your lint collection

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Sky Snow
Sky Snow

The main menu looks a bit weird. The concave bottom means that it being centered feels off. Maybe move it up a smidge. (Nitpicking is fun)

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Mothman
Mothman

Maybe you could add some kind of minigame involving other crew members? Cards or chess or something like that. As others have mentioned maybe you could also add a bit of depth to the cooking, like needing to make sure the ingredients are right or not cooking it for too long. Or, I dunno, Solitaire?

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heatmaster28
heatmaster28

4:26 Ha ha, your ship looks like a willy

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Jonathan Ukridge
Jonathan Ukridge

Holodeck minigames?

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N00BPWN3R42069
N00BPWN3R42069

This series is great, too bad the music makes my ears bleed whenever I hear it.

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Cruzz999
Cruzz999

I'm probably already too late, but if you still read comments on this video, please add a "I don't know what the hell that key is" icon (and support) for buttons that you may not have on a normal english keyboard. Not because I think it's necessary for me, but because it's one of those things that is just annoying when it's not around.

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Andrew Field
Andrew Field

I know that more ideas is the last thing you need but hear me out, these ideas seem to function within the limits already set outside minor additions. You mentioned toxic waste disposal on planets without an atmosphere, but what if you didn't? What if you could choose quick profit and dump waste on close planets like staten island? Gain enemies or do it without their knowing, pollute planets, gunk up your air filter quicker on revisits. Also, maybe you could have multiple parties interested in your deliveries, decide to split it among interested planets or altogether damn the original delivery for quick profit.

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heresjonny666
heresjonny666

Why not borrow your casey joint functionality and have debugging your main computer as a thing, or decoding transmissions using that hackertyper style gameplay. You could pick up hints about trade runs, rumours, that sort of thing, as well as just fluff and inane gossip between space truckers? All these things would be good in transit, and are potentially infinite. The perks are obvious in that you can pick up info that helps you progress. Or how about a cooking mini game like the alchemy mini game in Kingdom Come: Deliverance? I found that pretty fun when I was playing through, having the book to reference and the different timings / steps was enjoyable.

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Altimeter Alligator
Altimeter Alligator

For the asteroid/combat minigame: Instead of a "Laser" button, consider a "Combat Computer" toggle. When players activate the Combat Computer, the ship's autopilot handles targeting and firing, but reroutes power away from engines. The main character's a space trucker, not an ace fighter pilot. Dangerous systems would be as automated as possible in a day job. Might contribute to gameplay somehow.

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Job Hunter
Job Hunter

actually thinking about it a cooking mini game might be perfect. It could be something as small as Persona 4's cooking mini game where you simply answer questions on a drop menu about the meal you make and get rewarded based on the quality of your answers. You could even give crew different favorite dishes and increase the alienation the player feels lost in this world by making most of the food alien and non earth food with unique ways of cooking it and then hide recipes with lore on the dish and hints on its qualities throughout the map as a collectible for fleshing things out. It fits the criteria relatively simple, not too rewarding, but probably comes with unique dialog or something. Easy to integrate into the story without it taking over, and flexible. You could even limit it to say once a journey to emphasize that is is just kinda something to do while you travel and not something to focus on. As for the mechanic you are focusing on, it seems like instead of doing traditional enemies with the theoretical shoot function. You could add certain creatures that might harrass your ship, for the duration of the ship travel with unique obstacle patterns that harass you on your way to your destination, but only if you use some kind of fuel effiency engine or something. So that a player could risk increased dirtiness to their ship for reduced fuel on travel, giving players a kind of sliding bar difficulty on how hard they want the mini game to be.

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John Doe
John Doe

1:35 reminds me of a key bit of advice when i was learning to code: always code as though the person who's going to have to maintain your code will be a murderous psychopath who knows your address.

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Jacob Nelan
Jacob Nelan

I don't know if this is even possible, but you could take your 12 games and put them into Starstruck Vagabond as purchasable items on different planets that you can access on your ship and play. Kind of like holotape games in Fallout 4.

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Jeremy Davis
Jeremy Davis

Perhaps you get to park your spaceship at port using that minigame, to cap off a long journey Loving the series as always

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TheCreepypro
TheCreepypro

sounds like it is really coming together I can't wait to see it when it is done

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Kyle Ennis
Kyle Ennis

The addition of mini games reminds me of what Sid Meier said about the "just one more turn" phenomena: "We kind of analyzed what was happening and it was this idea of the game giving you short term and medium term and long term goals that were all kind of in your mind at one time. You might complete a short term goal but bang! Another short term goal popped up and you're still working on this medium term goal, and there was never a time in the game when you had completed everything you wanted to do." -From the Ars Technica War Stories series, S1 E18

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graefx
graefx

One of programming golden rules: Code like a total stranger will have to read it. God I never did Java docs when I was learning and its probably the most consistent thing I do now.

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Cotton Eye Jake
Cotton Eye Jake

What if one of the quadrants was "unknown space" and you had to help chart it out but there are the odd planets that have been charted. You should also need to look out for hazards (was thinking black holes and space monsters and asteroid fields, but I'm not sure if that would be too much harm and take the calming mood out)

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John Smith
John Smith

I feel like anything that can reduce your health, even if it's by a little, can feel like it's necessary. You'd need something that is slow paced but doesn't have a chance of negative repercussions if you mess up. Like connect the dots with the stars as you scroll past. You can argue you're making star charts and who HASN'T at somepoint just sort of made an imaginary line jump around on long car ride. I think that's sort of the idea you'd need. Like counting the number of asteroids you pass, or playing iSpy for a side mission. Take inspiration from all those small quick car games people play. Or, maybe you water a cocaine plant you can sell.

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John Spiegel
John Spiegel

I second the comment about decoding transmissions as a min game. The whole purpose of the journey and things to do is that we're not required to steer, so adding a steering mini game feels counter intuitive to me. Decoding transmissions could also be the way you discover new crew members, theoretically. Makes finding them a challenge and, therefore, more rewarding when you do discover them. Gives you incentive to get to know them more. Just my two cents.

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Snageta1
Snageta1

When he referenced Dev Diary season 1, I was honestly expecting the followup to be "I already coded these games, so it's easy to just make a console in your ship to play them!" as the way to pass time. Still think that'd be a fun idea (maybe 2-3 of the better received games, with an extra layer of polish / a second look with fresh eyes?), but the new minigame also has actual slight impact on SV's mechanics and fits the theming better.

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Johnny Thousand
Johnny Thousand

Some 15 year olds heard the words "feature creep" and think they know everything =\

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C.S. Nomad
C.S. Nomad

Is Talo v a play on 'Tallon IV' from Metroid Prime?

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meapickle
meapickle

i'm constantly thinking about among us, and may be you could borrow the ship repairing from that game a bit. also have things happen when your character sleeps. their sleep is interrupted by a red alert because there's a hull breach from an asteroid or something so u have to go to the bridge to find out what happened and then go fix it. after awhile this becomes a bit more expected and THEN you hit the player with one that's a story event that they weren't prepared for another idea is fuel, what happens if u run out in the middle of space? made worse by your comms being damaged from something earlier so now u have to repair it so u can send an SOS. the further you are from designated shipping lanes, the higher the chance space pirates will find the message. make the simple task of getting from point A to point B an adventure in itself (it's what makes The Long Dark so damn engaging) also, trying having repairs be a multi step process, like in among us or dead space. it gives use more to do and I always find things like that more engaging then pushing a button. I always do like the multi step process in repairing in video games because it makes it feel more complicated, like i'm actually repairing a space craft

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Erutan Egaro
Erutan Egaro

Why not make other repair mini-games outside of the ship? Wouldn't that make the player able to observe the outside and have that sense of wonder you want?

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The Smart-Casual Gamer.
The Smart-Casual Gamer.

What I'd do for "Extra gubbins to do" is to add simple little DOS-like Arcade-style games that's in the ship's computer. The only example I can think of is the hidden Breakout clone in one of the Adventure Game PSA Missions in Club Penguin, accessed through faffing around on the computer in the Gift Shop when you're meant to be trapping into the security system.

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Cameron Johnson
Cameron Johnson

I think a traveling 'task' that could be used for story or gameplay purposes could be some form of research mechanic (and yes, a lot of this is somewhat inspired by the Eric Zan game, and Persona). If you got a lead or clue on something interesting for the story, you could then combine it with other words to have your character research it. This will take x cycles for you to finish, like what the Persona games do. This will make players choose between gathering resources, forming relationships, etc, and gaining information. If it's a good combination, then the player gets the location of a planet with a rare resource, or learns a story tidbit, or spawns a location where the player can upgrade your ship for cheap in the next 5 minutes or something. If it's a bad combination of words, it produces a lower tier opportunity / reward, or outright fails. I think this could also be used to have your characters interact, and have an outcome without needing to implement a shitload of features. Maybe you can bet on a game of chess between the player and a crewmate, and show the outcome a cycle later, without needing to actually code in chess. Good luck wrangling the spaghetti.

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Itamar Salhov
Itamar Salhov

I don't know if you have already considered it, but maybe make it possible / incentivize players to store cargo outside of the storage room in a way that blocks access to stuff, making them run around reorganizing everything all the time in order to deal with crises. Maybe its impractical in this point in development though.

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Dr. Pugi
Dr. Pugi

+

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Swordfish
Swordfish

Mini game of "reading" to add experience points, or screw it, veg on space youtube for lore when story is implemented.

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MASTER GAMER895
MASTER GAMER895

Maybe instead of cleaning garbage for cash you could find lost cargo floating around that you can sell? Or you could have both? Idk.

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FredianaJimms
FredianaJimms

With the idea of expanding the sectors as you play as well as the flying minigame, you could make it so parts of those later sectors have more obstacles/different ratios of obstacles. An example would sector 3 having many asteroids and 4 having many dust clouds.

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Luigiweegy
Luigiweegy

At 2:43 it looks as if the ship's sprite has smaller pixels than the planets. Consider revising.

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WedgeStratos
WedgeStratos

You could potentially rework Comms to be a sort of mid-space search, for hidden missions to earn extra revenue that you wouldn't find on a job board. Like someone's stranded on an asteroid, or that aforementioned minigame if someone else is in danger. I forget if you've already worked that in somewhere else now!

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ChrisJD
ChrisJD

Yourself from 6 months ago is your worst enemy.

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MazeFrame
MazeFrame

Concerning the maybe existing pewpew button: If that is a thing you unlock later, make that be a broken button (wires hanging out, empty fuse holder, etc.) for which you "randomly" find the part

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Zachary Brady
Zachary Brady

I can't say enough how awesome it is that you've continued this series. It's super neat to get a look behind the scenes of a game being developed and especially this type of game. Always have been a big fan of games like this, Stardew Valley and as you mentioned Spiritfarer. The later of which really shocked me with how good it was as initially I thought it was going to be a little shallow but they really nailed those story moments. For me the fact that each character you bring aboard teaches you a new skill and craft and so even when they are gone, you continue on doing the thing they taught you, often remembering them as you do. It was really powerful writing that tied into the main gameplay loop.

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joew 123
joew 123

1:30 It basically is

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Jason
Jason

Yahtzee I would be happy to have the following, this game, and the next part of Differently Morphous. Both of which may contain story elements that center around cosmic Lovecraftian deities!

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Jacey Simmons
Jacey Simmons

Ship upgrades that increase the size of the ship and/or the complexity of compensates in return for more speed or something

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Kizzy
Kizzy

Please do full graphic sex scenes. Seeing how Yahtz makes that would be the greatest thing in the world

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Jonathan Griffin
Jonathan Griffin

I know it’s a long shot, but is there a chance this game will work on MacOS when it releases?

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Lee Atkinson
Lee Atkinson

When traveling dont make it always be a direct path? If you are traveling through an asteroid feild to get their faster for a timed event you then have to dodge asteroids or whatever. You could opt to take the longer slower route around said obstacle. More time spend though can mean more chance for random encounter and the need to wake up and take controll of the ship? Some kind of obnoxious as hell alarm that wakes you up to an alien attack or rogue asteroid. Mya be abit feature creepy, but something to keep in mind for later development if the need for something else is there

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Gretgor
Gretgor

Wait, is Hatfall about cosmic deities?

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T. P.
T. P.

Minigame theme: hydroponics...? This could double toward food crafting/cooking.

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Badams Music
Badams Music

Could you have multiple little games like that? I remember early on you mentioned asteroid fishing from the top of your ship, and/or you could make cleaning the ship a little more involved like make the player scrub dirty components with the mouse or movement keys so they don't just hit a button prompt and the bits are clean. I reckon having a handful of tiny little minigames will help players kill time around the ship, but also help not make them feel like they're obliged to partake in a minigame don't really care for, but I'm not a game designer so all of this might be a terrible idea

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Nilix
Nilix

I can already see the decision to remove the comms window while in transit bite you in the arse, or at least nibble on your bum. When Story inevitably gets added won't it be usefull to have a menu for the player to contact or be contacted by other characters? But on the other hand, there surely are ways to get around that issue, either by writing the story in a way that that feature isn't necessary, or tacking on another menu.

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predcon1
predcon1

In the old DOS SCHMUP "Tyrian", there's a few minigames in between episodes. One of the plotdump text boxes actually says "In order to keep your mind fresh during hypersleep travel, here's a small game that'll keep your brain active". You can wheel yourself right back into the "ancient cosmic entities" thing by making these minigames appear dreamlike, with seemingly random action elements (like WarioWare). Except they turn out to be symbolic, and maybe even hint at the larger plot. And as the plot advances, the different minigame genres become invaded by action elements from others, or from some entirely alien source. Like your dreams are being intruded upon by, I dunno, some kind of "dreaming god" or something.

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Derrin Errow
Derrin Errow

I actually Had an idea of being able to purchase/trade various ships that have different layouts or stats. like a ship that can travel around faster, but have limited space, and vice versa, or a ship that requires more or less maintenance in order to keep the ship to run at peak performance as another tradeoff.

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Saladan0
Saladan0

I personally feel that the time during travel will not be an issue once cremates and dialogue become major features. Im thinking of games such as mass effect, while not having a "travel time" per se, still had me going around talking to all the characters about the previous mission, what the feel, etc.

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wobbly sauce
wobbly sauce

Not focused on Lovecraftian horrors... poor child.

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Chris P
Chris P

Yahtzee , I think this is the first time I've commented on one of these - I think this made the most things go "click" in my head, and for me it was the best video so far about what goes into the higher levels of planning in game design. Perhaps it's because I've played Spiritfarer myself (haven't finished it yet), which made me able to follow along with your reasoning better. I can't quite put it into words. It's something like: the first series was extremely "primary gameply loop" focused, because there was not really space and/or time for much overarching stuff. But for Starstruck Vagabond, you said the non-primary gameplay loop will be the point of the game, like in Stardew Valley (or Spiritfarer). And in this video, for perhaps the first time, I felt like I got a real grasp on the kind of higher-level planning and thinking of the kind of your examples of "how do I want the player to feel about this?", "what is the appropriate level of reward for this activity so the player is neither too incetivised to do it, which would mess with the intended mood of the game at that point, or at a point where he simply won't bother and gets bored/skips over the section", and several more. Again, I can't yet put what clicked in my mind into words, but I think this video (building on all the previous ones) made me somehow level up (or even just gain my first real skill point in) my grasp of what it means to really *craft* a player's experience in a game. So, thank you for that. I think I'll try to find a more succinct way of expressing this and force you to pay attention by donating on one of your next streams.

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RobotShield
RobotShield

Would ‘not doing the avoid asteroid mini game’ mean your ship would get hit by an asteroid while you’re asleep? Or can you only get hit if you attempt the mini game

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Rinze Vant
Rinze Vant

What about a connect to signal type mini game during travel where you get a ping of receiving a signal while flying, then maybe use that ship movement screen to get to move to the side closer to the source where it’s stronger, and then have some kind of tuning in mini game to receive the signal . You could get side objectives that way

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Booradley Mustardo
Booradley Mustardo

Dont call it left and right if from the perspective of the player it moves up and down.

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Anders Hansen
Anders Hansen

Yahtzee please make a separate channel for your diary. It's the only thing I want to watch from escapist.

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Invarus
Invarus

So cosmic Lovecraftian deities it is then?

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Pumpkin Cart
Pumpkin Cart

Smuuuuggggliiiiing!

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Stuart Watson
Stuart Watson

Not a game programmer but do some python for my phd, and one thing i can tell you is if i come back to a script after a month its like somone else coded it

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RequiestaDeSilencia
RequiestaDeSilencia

I do programming as part of my job, and all I can say is that the more you do it the worse it gets. Try writing one program a day for the next week and then go back to the first one. I'm not covering your psychologist bills if you take my advice though.

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Henrik Andersson
Henrik Andersson

Goodie, keyboard mapping. You are aware that some keyboards have keys such as §, but lack dedicated keys for , right? Heck, some keys on my keyboard are dead keys that only output something after you've pressed it and then pressed another key. Not held together, pressed in sequence.

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RequiestaDeSilencia
RequiestaDeSilencia

That's not a keyboard, that's an assassination device. You live in a Hitman game. Run!

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Brett Tylers
Brett Tylers

Yahtzee, are you procrastinating about writing a story?

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aerozord
aerozord

Why not set up an arcade where you can play the dev diary games? I guess that would balloon the game specs but still a thought

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Hidoi Music
Hidoi Music

that's actually a pretty good idea and the games are already done

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Steve W
Steve W

You said you're planning on adding crew members and romance options, have you thought of adding a "crew quarters" type area? The ship as it is seems like it would be a bit cramped once you get a few people in there and if you'll be romancing them it might seem weird that they're doing it in front of the radiator or whatever. Also if they're making meals and such that seems like a pretty great opportunity for minigames. I also feel like the ship could use a bit more to make it feel more "homey". I know when I play games like this I start to really get attached to my ship and if you like roleplay then its really fun to make the ship feel more like it's yours and you have a sense of ownership. And if you could customize it with furniture you've bought from planets you could have that feeling like your ship is unique. Not like full on animal crossing, but just a splash. Also if you had things like Arcade Cabinets you could buy then it would make it pretty easy to implement different minigames without too much set up. Just my two cents. I'm really enjoying this series.

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M Noble
M Noble

If it is not too much of a hassle, I suggest that instead of using quadrants, you might want to have a circular map whose accessibility expands radially. I assume that is easier to explain storywise, like overcoming gravity fields, asteroid belts blablabla

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totesMagotes83
totesMagotes83

Integrating code between multiple coders isn't as hard as you might think, what with versioning systems and all that. I recommend Tortoise SVN, since it's free and easy to use. Even if you're coding by yourself, it's still worthwhile, because it makes it easier track what went wrong if you mess things up.

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ArcticCataclysm
ArcticCataclysm

All I can think of is "RANDOM DOCUMENTS AND AUDIO LOGS... "

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Trevor Daly
Trevor Daly

You could add a mini game to play in sleep, or a packing game for items or something

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Jack Escaped The Box Again
Jack Escaped The Box Again

You could potentially look at something like identifying UFO’s that you impact on that flying mini game. A data file you just decode that has innocuous funny fluff text that earns you a couple credits, a planetoids or random rock with a distinctive aspect that you just need to name correctly that gets sold off when you reach the next location that gives you credits and you’ve got a little book that’s in your ship that tells you what to look for. Sometimes a rock has a little alien in that escapes and you have to squash in the ship. Pointless things you don’t need to do but give you a little extra cash, laugh or fake jeopardy but is a little extra to your flight sim. I’m looking forward to play a bit of this though Yahtzee 😀

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Angry Ginger Potato
Angry Ginger Potato

Atmosphere scoop... Just like frontier elite!

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Ray Pemberton
Ray Pemberton

Audio logs from other Space Adventures. It might help flesh out your world hearing stories from another's perspective. Put some fun cameos in and it's very easy to add more with updates which will make your universe feel more alive. Put some hints, tips or secrets in so they're not necessary but a little helpful and rewarding. It could even advertise challenges for the speed runners or completionist. Put some local legends in or radio stations, maybe even run a contest for your community to have their little anecdotes added in.

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