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Early Layout of the Crafting Menus

🕑 Added 2021-06-16 03:26:47 +0000 UTC
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus
 Early Layout of the Crafting Menus

Comments

Yeah, it's all in the balance. :) We'll have to see how it patterns out. If it's not as fun as we hope then, no sacred cows. Everything has to serve the fun.

Factories should be possible. :) We're obviously a long way from adding any electrical and industrial era tech, but we do plan on having at least some of that later on, after vertical slice. I think RimWorld really focused on having high-tech solutions like solar panels and batteries and coolers up front, to accelerate the early game for beginners, because it is so harsh on new payers. Morningstar is a lot kinder up front and gets harder as you go, so we decided to really focus on the setting of fairly primitive and medieval era civilizations in line with the lore first, get that gameplay really fun, then move on to the more industrial and high tech stuff as an end game option. Because if the bottom tier is fun, the stuff above will be fun too. Keeping a town kinda like one of those "deck building / economic engine" styles of game I think sets Morningstar apart from RPGs and Colony Managers. Automating that to get you back to your globe trotting adventures is a big help. Especially since you're leaving companions at home where they live out their lives away from the battlefield, which is an interesting thing to see.

Sandwich247

This is definitely looking very cool indeed! One of the things I really like in games is the kind of freedom and flexibility to do stuff like that, and it would be great if it could be brought to a working and enjoyable state in the future :o

Hpf3

For a moment there when reading about the advanced system it brought back memories of overly annoying modded Minecraft tech recipes, but with automation it sounds closer to something like big pharma (medicine factory game) which to me sounds fun. On a less serious note, the currently described crafting system causes a strong desire to hack together a factory mod when the game is eventually out(I used rim factory alot when I played rimworld and was thinking similar), though it wouldn't really fit in the theme of the game... But... THE FACTORY MUST GROW *Cough* sorry I think I have a case of factorio-itisπŸ˜‹


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