Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nice to see spacebase DF9 being remade.

A topic by DethBringa created Jul 30, 2018 Views: 1,300 Replies: 3
Viewing posts 1 to 4

I loved spacebase DF9 and when doublefine made the game worse with each patch until they just gave up and dropped it I was pretty gutted. I now avoid any doublefine games. It's great to see someone doing a similar title, someone not tied to the same greed line that doublefine are.

This game has some great potential and if done right will get a great following quite quickly. However as it stands its pretty buggy. You might need to work on a few things before the demo chases away potential backers. I tried to play twice, firstly no 1080p resolution option is odd but ticking fullscreen works. I would look at adding a 1080p and borderless window. So first playthrough was fine until my meeple started going back and forth between 2 grid spaces continuously. I restarted and after a while I had all 3 meeple standing by the fishtank punching the air and doing nothing. 

One of the reasons spacebase died was due to bad pathing that couldn't be fixed. You might want to look into that pretty early.

Developer(+1)

Thanks!

I understand about DF-9, as a hardcore DF fan myself, it came as a gross tragedy, I agree.

You're right, there are some early issues especially in the demo. I'm updating our development build much more frequently, but you'll find in the next update I've introduced 4:3, 16:10 and 16:9 resolutions, as well as an experimental-custom-auto-adjusting resolution option for anything out of the ordinary. It is a little bit tricky to get right because I'm using pixel perfect ratios.

There are actually two separate pathfinding algorithms I've implemented, one is a quick and cheap method for short distances, outdoors (with very few obstacles) or just to check proximities. The other is a very complex and intelligent algorithm that could solve just about anything. But it comes with a bit of a performance cost, hence the cheap and quick method.

The pathfinding issues you have noticed in the demo I think are a result of a mismatch in priority. I'm still trying to track it down, but it seems to be when a miner wants to use an airlock, for the purpose of returning indoors to eat or sleep or such, but their task or job order remains outdoors, when they get to an airlock, they get confused about whether or not they ought to return indoors or go back to work. If you can replicate it, please let me know, it could really help to track it down!

These are issues I will definitely be addressing, especially before any public release of the game. I've already spent five months getting it up to where it is now, and hopefully by February we'll have something we can all be proud of. (God help me if DF-9 shall ever happen again)

please, if you have any suggestions or feedback, I would love to hear it! I really want to get community feedback into this, it's very important to me. You can always jump onto our discord channel as well: https://discord.gg/WBupmxR

Yeah, DF9 came to mind when I initially saw it, at a glance.  Regardless, it looks like a solid start and I'm looking forward to its completion.  Sadly, this was not its release, so I have a bit of a wait. hah.    I'll keep an eye out for the kickstarter launch ^.^

(2 edits)

Nothing in the description that really specifically says DF or Rimworld to me, despite having tried the former once or twice and having played a fair bit of the latter. bit of Rimworld. Seems a bit of shame that they didn't bother to mention DF-9 at all, given there a number of features/mechanics stated that sound very much like it.  You know like space junk/meteorites causing damage, passing ships docking to drop off new crew/allow pirates to break in, minable resources that you have to send people out to get.

 Personally I don't think DF-9 needs remaking, The only problem other than maybe bad pathing that I recall was not much of a drive to keep playing past a basic base that was sort of stable.