itsLiseczeq's Wall
itsLiseczeq is my old name and I don't know if you can change it...My new name is cakedon :)
Common Apple L
That's really cool. I guess yeah, if some piece of software is being worked on for 10 years, it can easily become bloated and messy. As for the domain, why not host the game itself on the my-colony.com website? Anyways, huge change. Hope everyone saves their saves.
Absolutely amazing
Ad. 5 - If the expedition colonies would actually be tiny temporary colonies, there could be a limit of resources added that only allowed the player to bring back a certain amount of resources. This could scale with the level of the expedition agency building. Additionally, a colony age limit could be added (for example, 3 years) after which the expeditioners would be forced to come back. There could also be an option to bring certain rovers with you.
Hello everyone!
Since bast is now focusing on My Colony 2, the development of MC1 has slowed down, which is very much understandable - all games eventually get a sequel or just fizzle out in popularity. I don't mean that bast ignores the community of MC1 - he is just focused on the development of the sequel, which is completely fine.
But, over the last year or so, I was thinking about several changes that would take a while to implement to MC1 but could benefit the longevity of the game (or even games like Antiquitas, because some of these changes will probably apply to the engine itself). This is by no means a final request or demand from me, I'd be happy if any of these changes were introduced, and I'll still support the game if no changes will be made, because it's still a damn fun game after all these years.
These ideas are big changes that will probably take quite a while to implement, but could be very beneficial to making the Scroll2D engine games live practically forever. Please treat this post as more of a crazy idea dump more than an actual solid suggestion, as some of these ideas will probably not make sense to implement on a development time basis.
I'd also love to see feedback and potential cues on how these ideas can be simplified.
Anyways, here be thou ideas.
1. Advanced modding support
My Colony 2 was revolutionary in the terms of modding. For the first time we as a community could add our own buildings and resources, and later even events and technologies, which is awesome and definitely contributes to the overall ingenuity of the game.
In My Colony 1, there are also modding options, however these are limited to maps and texture packs. It's still better than nothing at all, but could be greatly improved.
My idea extends the modding system in a way that allows players to add their own buildings, resources, technologies, units, worlds, and even things like civilizations and custom building GUIs. This will probably require a lot of changes to the engine but can be implemented at least partially, benefiting the overall replayability of the game. These mods will probably have issues with charters and online games, so these could be limited to offline only, but will still be a very fun addition to the game, allowing the players to create their own after-end-of-life DLCs and such.
2. Bigger cities
This is a very straight-forward idea that I've heard from a bunch of other players in the community. This idea regards the sizes of the cities in region worlds. These are currently Small 51x51 (1x1 region tile) cities and Medium 101x101 (2x2 region tile) cities. This is okay, but it could probably be easily expanded to Big 151x151 (3x3 region tile) cities and Huge (4x4 region tile) cities. One problem to consider would be cloud disk space, however I'd assume that 9 Small cities would take up the same if not more space than 1 Big city.
3. Annexable regions
This is another idea I've seen other players talk about. While it is true that there is a lot of space on the region worlds already, some people are making absolutely huge bases and slowly outgrowing the region size.
Annexing regions would add the possibility to have several additional similarly sized regions under your command.
This could be implemented in several ways - either by adding several layers of regions, with a map of regions, and regions full of cities, or adding a submenu simply listing owned regions, and perhaps regions having green outlines that allows you to switch the one you're currently viewing, similar to region cities.
An obvious issue would be cloud disk space since now My Colony worlds would be essentially infinite, but there could be a limit of regions set or even a premium system where an Ape Apps Gold user has an increased limit of regions.
4. Multi-species colonies
The concept of multi-species colonies has always been very interesting to me and I've been pretty confused why it's not in the game. This would allow colonies to have several kinds of colonists - humans could live alongside bugs and aliens. This would also allow creating buildings previously exclusive to another race. I don't know if this conflicts with bast's vision for the game, but this could be locked behind an end-game technology to make the game way more interesting.
5. Expeditions
This would be a simple way of extracting resources that is an expansion of the WMD system (but this time more peaceful). This would include a special upgradeable building that would be an expedition agency, which would send colonists on a type of planet that the player can choose and establish a settlement to extract resources.
Now this settlement can either be completely simulated with resources just flowing in or essentially be a second temporary colony that the player can actually use just like their primary. Of course the latter would need a lot more coding to be done and is actually possible to a degree already with the use of charters. But one way that could be done more efficiently is to limit the number of colonial colonies to something like 3 at a time and limiting the map size to for example 50x50. However, this would be treated as an independent map, so the resources would be able to respawn.
So that's it. As I said, these would probably take some time to implement but they could really expand the game and make it way more replayable. Unless bast wants us all to migrate to MC2. I'll hold a grudge in that case. Cheers!
Since bast is now focusing on My Colony 2, the development of MC1 has slowed down, which is very much understandable - all games eventually get a sequel or just fizzle out in popularity. I don't mean that bast ignores the community of MC1 - he is just focused on the development of the sequel, which is completely fine.
But, over the last year or so, I was thinking about several changes that would take a while to implement to MC1 but could benefit the longevity of the game (or even games like Antiquitas, because some of these changes will probably apply to the engine itself). This is by no means a final request or demand from me, I'd be happy if any of these changes were introduced, and I'll still support the game if no changes will be made, because it's still a damn fun game after all these years.
These ideas are big changes that will probably take quite a while to implement, but could be very beneficial to making the Scroll2D engine games live practically forever. Please treat this post as more of a crazy idea dump more than an actual solid suggestion, as some of these ideas will probably not make sense to implement on a development time basis.
I'd also love to see feedback and potential cues on how these ideas can be simplified.
Anyways, here be thou ideas.
1. Advanced modding support
My Colony 2 was revolutionary in the terms of modding. For the first time we as a community could add our own buildings and resources, and later even events and technologies, which is awesome and definitely contributes to the overall ingenuity of the game.
In My Colony 1, there are also modding options, however these are limited to maps and texture packs. It's still better than nothing at all, but could be greatly improved.
My idea extends the modding system in a way that allows players to add their own buildings, resources, technologies, units, worlds, and even things like civilizations and custom building GUIs. This will probably require a lot of changes to the engine but can be implemented at least partially, benefiting the overall replayability of the game. These mods will probably have issues with charters and online games, so these could be limited to offline only, but will still be a very fun addition to the game, allowing the players to create their own after-end-of-life DLCs and such.
2. Bigger cities
This is a very straight-forward idea that I've heard from a bunch of other players in the community. This idea regards the sizes of the cities in region worlds. These are currently Small 51x51 (1x1 region tile) cities and Medium 101x101 (2x2 region tile) cities. This is okay, but it could probably be easily expanded to Big 151x151 (3x3 region tile) cities and Huge (4x4 region tile) cities. One problem to consider would be cloud disk space, however I'd assume that 9 Small cities would take up the same if not more space than 1 Big city.
3. Annexable regions
This is another idea I've seen other players talk about. While it is true that there is a lot of space on the region worlds already, some people are making absolutely huge bases and slowly outgrowing the region size.
Annexing regions would add the possibility to have several additional similarly sized regions under your command.
This could be implemented in several ways - either by adding several layers of regions, with a map of regions, and regions full of cities, or adding a submenu simply listing owned regions, and perhaps regions having green outlines that allows you to switch the one you're currently viewing, similar to region cities.
An obvious issue would be cloud disk space since now My Colony worlds would be essentially infinite, but there could be a limit of regions set or even a premium system where an Ape Apps Gold user has an increased limit of regions.
4. Multi-species colonies
The concept of multi-species colonies has always been very interesting to me and I've been pretty confused why it's not in the game. This would allow colonies to have several kinds of colonists - humans could live alongside bugs and aliens. This would also allow creating buildings previously exclusive to another race. I don't know if this conflicts with bast's vision for the game, but this could be locked behind an end-game technology to make the game way more interesting.
5. Expeditions
This would be a simple way of extracting resources that is an expansion of the WMD system (but this time more peaceful). This would include a special upgradeable building that would be an expedition agency, which would send colonists on a type of planet that the player can choose and establish a settlement to extract resources.
Now this settlement can either be completely simulated with resources just flowing in or essentially be a second temporary colony that the player can actually use just like their primary. Of course the latter would need a lot more coding to be done and is actually possible to a degree already with the use of charters. But one way that could be done more efficiently is to limit the number of colonial colonies to something like 3 at a time and limiting the map size to for example 50x50. However, this would be treated as an independent map, so the resources would be able to respawn.
So that's it. As I said, these would probably take some time to implement but they could really expand the game and make it way more replayable. Unless bast wants us all to migrate to MC2. I'll hold a grudge in that case. Cheers!
There's trading in the game, right? Galactic Freight could have lower embargo/better sale prices.
Whoops that steam thing might have been my fault
Well, of course it's better now. I've only ever tested it on one account.
Well, of course it's better now. I've only ever tested it on one account.
The first level - Breakout - is done!
https://www.youtube.com/watch?v=QXj8zV0WAAg
https://www.youtube.com/watch?v=QXj8zV0WAAg
Started work on Breakout!
Also forgot to add: I will be posting updates and "devlogs" in this thread. Stay tuned!
Hello everyone!
I recently really got into oldschool DOOM and so far, I'm having a blast playing through the old games - DOOM, DOOM II, Plutonia Experiment, TNT Evilution, everything that came out on DOS. With my burning passion for anything level design related, I've naturally also dabbled with mapmaking for DOOM, and I wanted to create a project that I could use to teach myself the map editor and make something cool.
I've always wanted to remake the levels from Death 3D in another game. First it was Half Life 2 - but I found that game to be too complex to recreate a set of simple levels in. Then once when I played a bit of DOOM II, I remembered about that failed attempt and immediately thought about the same thing, but in DOOM. After all, it's a simple game as well, which is pretty much perfect to recreate D3D's levels in.
I've also finally found a way to get the level files directly from ApeWebApps servers, so I don't have to bug Bast about them too. Bast, if you mind at all, Sorry, not sorry. I will not publish them or tell you how to fetch them in case Bast doesn't want you to.
So with that out of the way, I present you: DOOM 3D. I don't mean present as in, "here it is, play it"; closer to something like "Here's this cool thing I thought about doing, I'll probably spend 10 hours on it and forget about it" or something similar.
Glad to see that the FF00FF thing worked :) and thanks everyone for the kind words!
Hello everyone! It's been quite a lot of time since I've made anything for MC2, and it was the Ore Fracking Operation, which was added! It's been a complete makeover, still resembling the general purpose-style of 1's OFO. I had loved for it to be 3x2, but sadly Voxel Paint still doesn't support non-square builds, so I decided to just make it a 2x2 building.
This time I've been playing on an abandoned world and I've noticed that there's no early-game passive extraction method for Regolith, which I quickly ran out of. So I decided that I should make the Regolith worlds equivalent of the Ore Fracker, which in 1 was the Regolith Extraction Inc.
This time I've remodeled it to be more of a freight/warehouse operation rather than a kind of a roofed mineshaft that I interpreted RE Inc. as.
I hope you like this model, I still for the life of me cannot build vehicles in voxels, but hey, I think I did a good enough job.
Stats for OFO were pretty much the exact same in 2 as they were in 1, so I'm gonna say this would be a good idea for the Regolith building.
This time I've been playing on an abandoned world and I've noticed that there's no early-game passive extraction method for Regolith, which I quickly ran out of. So I decided that I should make the Regolith worlds equivalent of the Ore Fracker, which in 1 was the Regolith Extraction Inc.
This time I've remodeled it to be more of a freight/warehouse operation rather than a kind of a roofed mineshaft that I interpreted RE Inc. as.
I hope you like this model, I still for the life of me cannot build vehicles in voxels, but hey, I think I did a good enough job.
Stats for OFO were pretty much the exact same in 2 as they were in 1, so I'm gonna say this would be a good idea for the Regolith building.
Same, Oil. Bast's gonna be a billionaire tomorrow.
S> Dev Solar Panel
C/O: -
B/O: 10,000 USD
S> Dev Solar Panel
C/O: -
B/O: 10,000 USD
The Downfall of My Colonies
purchasable building idea
THIS CAN'T BE REAL 😂😂😂
Bro... Building skins? Take my goddamn money already!
itsLiseczeq
Premium Member
Member Since
May 14th, 2019