Hey everyone, any ideas in this topic with high up-votes will be implemented into the game!
The reason for this is to become more connected to the community and implement things you guys want!
E-Dustry: Sandbox Adventure Tower Defense Game · By
Can we get some sort of hover-text or indicator for crafting materials? Tried to craft the Kiln with what looks like sand and clay but it doesn't work and I'm stuck trying to figure out what the heck the Kiln actually needs because the sprites for resouces all look so similar.
Additionally, a pop-up for when you don't have the necessary ingredients to place a building that denotes what you're missing would be very helpful as well.
In the same vein, showing how much of each thing you can craft right in the menu would be nice. For example if you have 100 leaves and sticks it would have a little "25" next to the wood in the crafting menu.
I don't even know yet as this update is so large that I can't even predict what could go wrong as it contains features I have never interacted with before like multiplayer or ECS coding architecture and it's nearly 20x larger which means longer polishing times. I am also trying to get the update out in about a month or two but will be delayed if I don't think its polished enough. Awesome, I would be glad for you to join.
● buildings and barrels should drop the content they're holding when deconstructed.
● audio controls ingame doesnt seem to work, WIP perhaps?
● how do you navigate the skill tree? hold the mousewheel, this should be indicated in keybindings.
● a way to identify ground tiles.
● a map, or at least a direction indicator of which direction my spawn point/bed is currently at.
● spark thrower/slinger doesn't have an indicator of what fuel it needs, found out it was coal.
● a way to take a full-base screenshot.
● gates - blocks enemies but not player.
● backpack accessory - acts like a portable chest.
● range indicator for turrets.
● insufficient resource indicator for buildings. (e.g. generator requesting coal, turrets requesting stone, etc.)
● shift-leftclick to deconstruct instead of leftclick alone.
● shift-click to craft a full stack at once.
● shift-click on barrels or chests to withdraw the full stack at once.
● shift-click on inventory to deposit full stack into chest at once.
● sickle tool that can cut tree-branches and grass, has a wide swing for multiple grass hits in one swing, effective aoe weapon as well.
Thanks for all the suggestions and making the game better!
Here’s some ideas:
An item unloader because I think too many items are offscreen and it lags me
Maybe something like when you press an item you don’t craft it yet you need to press a craft button, mainly because the items needed can be pressed in order to find out the ingredients to craft that item.
an way to repair buildings faster
i mean yeah walls do repair them selves but
if i want to create an EXP farm if i leave it alone long enough the spiders will simply... yk
destroy the walls
an building/minion that repairs thingswould be good
and
a way to zoom in the level upg window would be good
l a v a b o s s w h e n ?
I find the game very entertaining, very fun, the best I've played on this platform but usually I don't know what to do or how to do it Although there is information when positioning the mouse on the objects I have no idea how to use them, I can build even though I don't know how to feed or how to create a logic for an efficient construction this is solved with a quick guide composed of text and some images It is somewhat confusing to insert between the menu where the character is and the menu where the chest is, I preferred that the menus be separated by pressing a key
I built towers but I don't know how to feed them, I built a furnace and I don't know how to use it, the game is too good to leave it behind just because I don't know what to do or how to do it
The items accumulate in the inventory and when it's full I have to throw away items because I don't know where else to store them, I don't know if I can create chests to store them
a suggestion would be to make a menu with a tree of craftings with images and a brief description materials-manufacturing-final object it would be like a tree of creation
I am aware that it must be very difficult to add all this since the structure of the game is very complex so I would suggest adding the guide on some page or even here in the community with texts and screenshots
There are many suggestions for improvements such as adding a map, a clock to see the day and night time, etc... but you have to start with the simplest, how to play the game, what to create and how to create it, how the industry works, how to feed the machinery to make it work the game is fantastic it would be a shame to put it aside for not knowing what to do or how to do it
1: a massive bossfight that you fight from the inside out, or a boss that's similarly fought like starbound's final boss.
2: dungeon system with scaling enemies
3: bosses actually scaling with difficulty.
4: extra boss phases on certain difficulties (for some "But its not over yet!" vibes)
5: entire secret boss when reaching end of game when starting on hardest difficulty and never staying off.
6: endings depending on which bosses/optional bosses that you defeated :
- - -
6.1: bad ending for switching to peaceful from other starting difficulty (overridden by good ending and above
6.2: neutral ending for killing only required bosses
6.3: secret ending for insta-killing final boss (if there is a final boss)
6.4: creative ending
6.5: good ending for killing at least 2 optional bosses
6.6: best(?) ending for killing all optional bosses
6.7: TRUE ending for killing all optional bosses on hardest difficulty
- - -
7: d o o r s
8: funny easter eggs
New player here. I would love to see a way to configure the fonts. Even if it's just a checkbox that replaces all the fonts with appropriate-sized Roboto from Google Fonts. Right now, the combination of square pixel fonts and comic sans on my screen is the #1 obstacle to readability, which is friction to learning the game. Sometimes, I can have a menu open and be staring right at the info I need and the words just don't register. This doesn't happen to me in other games.
I think the #2 obstacle to readability is probably the transparent backgrounds in the menus. I realize there might be gameplay reasons for wanting to see the action while menus are open, but it would be nice if I could set the opacity myself by adjusting a slider.
But having said that, I've noticed that most of the graphics sliders don't actually do anything. Is this intentional?