Stockpiles, Tanks, and Cryo Conundrums


I've been working on the boring stuff like storage and production, trying to make it interesting by adding a bunch of engineering challenges with alternatives and tradeoffs. One thing I like about development is that there are always more than one option with pros and cons, and picking the best is often a matter of opinion (that you fight tooth and nail with other developers about) :)

Added small stockpiles, fluid and gas tanks. Fluid and gas tanks will only be able to store one type of liquid/gas, and the player will have to either use dispensers and loaders, etc., or lay out piping. The modeling of rounded things like the tanks looks horrible using voxels—luckily, there are ways around it (some people are going to hate it, but I like things looking good; call me a heretic) :P

For the next steps, the base really needs some roads (and terrain features). I'll start working on that as soon as rocket production works—need a way to transport the rockets to the pad, after all! I'll do some basic pathfinding, but I haven't done it in Godot before, so there's a bit of research on how it's commonly done (A* seems overkill unless it's built-in).

Rockets usually use cryogenic fuel and oxidizer; this will add a lot of buildings and processes. Should I abstract it? But it's kind of interesting that on some very cool bodies (planets/moons, etc.) this will be so much more efficient. I like mechanics that work differently in different places and give an advantage or disadvantage depending on where you are. This will make all the colonies and outposts slightly different!

This project is so much fun—being creative is really what gets me up in the morning! What inspires you guys?

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