blog – Haemimont Games https://www.haemimontgames.com Tue, 19 Jun 2018 07:01:58 +0000 en-US hourly 1 https://wordpress.org/?v=6.0.7 https://www.haemimontgames.com/wp-content/uploads/2014/05/tropico5_thumb-45x45.png blog – Haemimont Games https://www.haemimontgames.com 32 32 Dev Diary 10: Curiosity https://www.haemimontgames.com/dev-diary-10-curiosity/ https://www.haemimontgames.com/dev-diary-10-curiosity/#respond Tue, 19 Jun 2018 06:59:30 +0000 https://www.haemimontgames.com/?p=410 Read More]]> It is time for a new dev diary exploring the new features added to Surviving mars.

New Domes
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Curiosity introduces five new Dome types to the game. These are not skins or variants of the old Domes, but entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. Each of them is unlocked together with one of the old Domes, potentially by an existing tech. This means that many of them may be directly available even when you load a savegame created before the Curiosity update.

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  • Micro Dome – a very cheap triangular Dome available at the start. No capability to host a Spire. Can be very useful when space or resources are limited or as an extension to an existing Dome when connected with passages.
  • Barrel Dome – an alternative to the Small Dome, available at the start. It provides more usable space but has no capability to host a Spire.
  • Trigon Dome – similar to the Medium Dome and made available at the same time. Cheaper to build, but provides less habitable space.
  • Mega Trigon Dome – similar to the Large Dome and made available at the same time. Cheaper to build, but provides less habitable space. The triangular shape can be kinda tricky to position on some places of the map with a Dome that big.
  • Diamond Dome – this is the only new design that requires a new tech, more specifically a breakthrough, so it will not be available in every playthrough. It is a rhombus-shaped Dome that has the capability to host two spires. We want to keep the “two spire” Dome configurations special and somewhat exclusive but with the new design, we are increasing the chance that you get at least one of the two available configurations during any of your games.

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Command Center

The Command Center is a handy new toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools:

  • Graphs – view historical data for various colony metrics for the last 50 Sols
  • Buildings – inspect and manage buildings, work shifts, workers and upgrades
  • Domes – inspect and manage Domes and Dome Policies. Check average dome stats, as well as homes and jobs at a glance.
  • Colonists – inspect Colonists and compare their stats, traits and interests. Locate problematic colonists quickly.
  • Transportation – inspect and manage Drones, Shuttles and Transporters. Check Drone/Shuttle load at a glance and reassign Drones without hunting individual controllers in the normal view

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Buildings and Colonists can be filtered by various criteria. If you want to upgrade only some of the extractors in the colony, you can filter out all extractors, quickly check them out in the view on the left side of the screen and upgrade only the ones that you want, all without closing the Command Center. You can use combinations of filters as well – for example, to hunt down all problematic colonists that live in a particular Dome.

The Command Center has been integrated with other existing game interfaces such as the Colony Overview and the Dome Filter – double-clicking a trait in the Dome Filter will open the Center filtering Colonists with this trait in the specified Dome. We plan to keep improving the Command Center and adding new options to it in the future, so any suggestions are welcome. Once the update goes live, please share what kind of information or management tools would you like to see added down the road!

Info Bar
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I’ve said it before, but it bears repeating – I love mods! Not only they empower the players to expand the game and make it cooler, but we can also cherry pick the ideas that we like best and shamelessly add them to the official game.

One such mod that has been particularly popular both with the community and here, at Haemimont Games, is the Info Bar mod, created by Waywocket. We liked Waywockets’ info bar so much that we decided to add an Info Bar of our own to the game. As you can see in the screenshot, our Info Bar shows research progress but is otherwise very similar to the mod that inspired it. Thanks for the great idea, Waywocket, may your nickname live forever in our credits!

Tutorial

Until now I talked about the stuff I love – Domes, Mods and cool management interfaces. Let me tell you about the feature that almost every developer hates – the tutorial. Tutorials are notoriously hard to develop and maintain, and even a very good tutorial is often perceived as some kind of obstacle before the actual game experience. Still, tutorials may be necessary, as we learned the hard way with the launch of Surviving Mars. The feedback of many new players can be summed up by one simple sentence – “How do I play this game?”

Creating a tutorial after release may seem like a waste of effort, but we really want to make our game more welcoming to newcomers and we see this tutorial as very important for the future health of Surviving Mars. So we drew straws and my unlucky colleague Boyan was chosen to design and produce a comprehensive tutorial to be created by a pack of grumpy programmers (like wizards, programmers tend to be grumpy, but the ones working on tutorials are particularly so). Turns out Boyan took “comprehensive” a little too literally, so we now have a huge five-part monster of a tutorial on our hands. He is still recovering from the development of the damn thing, but we are quite happy with the result! It will certainly be helpful to newcomers, even if most of the existing players would never need it.

 

The original publication here

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Making the score for Surviving Mars https://www.haemimontgames.com/making-the-score-for-surviving-mars/ https://www.haemimontgames.com/making-the-score-for-surviving-mars/#respond Tue, 08 May 2018 09:54:32 +0000 https://www.haemimontgames.com/?p=387 Read More]]>

 

A “making of” video of the process behind writing the orchestral score for Haemimont Games’ / Paradox Interactive’s’ “Surviving Mars”, composed and conducted by George Strezov. The soundtrack features the fantastic musicians of the Sofia Session Orchestra with solos by Tsvetelina Beleva (alto flute) and Petyo Kolev (flute). The sonic style is a colourful mix between vintage synthesizers and minimalistic, airy orchestral timbres. Video shot by Milen Mladenov, video editing by Bohos Topakbashian.

 

Via Georgi Strezov

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Dev Diary 9: Opportunity https://www.haemimontgames.com/dev-diary-9-opportunity/ https://www.haemimontgames.com/dev-diary-9-opportunity/#respond Fri, 13 Apr 2018 09:04:25 +0000 https://www.haemimontgames.com/?p=344 Read More]]> Surviving Mars was always planned as a game that we will keep improving and supporting post-release. The upcoming Opportunity patch is our first… well – opportunity, to add significant features to the game and evolve it in response to your feedback. In this dev diary, I will provide a brief overview with the shiny stuff in the upcoming patch and our reasoning for adding them to the game. All the features I am going to talk about are free and will become available to every owner of the game as the patch releases in the very near future.

Passages
The one issue where player expectations differed most from our own was Dome connectivity. We imagined Domes as isolated from one another and the gameplay centred on carefully rationing the available space and customizing each Dome as a separate mini-city. The overwhelming amount of feedback we received on the issue proved that the majority of players imagine Domes differently – as elements of a larger interconnected system.

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Luckily, we had already received some signals about this issue and have been working on a solution for a while. Allowing free unrestricted travel between all Domes on the map was never an option that we liked. It would create major problems on two fronts. First, it would trivialize planning, since every building is going to become immediately available to every colonist, regardless of distance. Second, it could never work with our individual simulation, since it would take many, many hours for a colonist to reach a bar in a distant Dome and then go to work in another distant Dome, causing him to miss his work shift and most likely suffocate on the way.

Still, a more limited solution was possible – allowing colonists to work and visit services in nearby domes, directly connected with the residential Dome of the colonist. Thus Domes become something akin to districts in a city, instead of each one being its own mini-city.

How do you connect Domes? With new constructions called Passages that can connect any two nearby Domes. They are placed similarly to cables, but can’t be interconnected and have a limited maximum length. Each Passage takes a single hex both in the source and in the destination Dome for the entrance/exit on both sides. We experimented with other ways of connecting, such as joining the existing airlocks, but aligning and connecting Domes felt much more unpleasant in these experiments and sacrificing a useful hex for each new connection turned out to be an interesting tradeoff in the small Domes.

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But what if you want to create a system in which some Domes only receive visitors and workers from connected Domes? New policies in every Dome info panel allow restricting work and visits in connected Domes – these are similar to the birth control policy that we added in our previous patch.

Before we move to other new features, here are some additional details about passages that might be interesting for experienced players:

  • Passages are equipped with moving walkways that accelerate pedestrian travel in both directions.
  • They are not normally traversable for drones and Rovers, but you can place Ramps over them to facilitate traffic.
  • They connect both Domes for purposes of Power and Life Support grids.
  • Meteor strikes on passages cause fractures and might kill colonists inside.
  • If one Dome has a Power or Life support issues for a long time, passages leading to it will be disabled until the issue has been resolved.
  • Work performance and service comfort in connected Domes is slightly lower, so it is still more optimal for a Colonist to use workplaces and services in his own Dome

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Game Rules
I still remember how excited I was when Game Rules were added to Crusader Kings II. It felt only natural to add something similar in Surviving Mars empowering the players to further customize their games.

You can turn on game rules at the start of a play session but they affect the entire playthrough. We are shipping 13 game rules in Opportunity, most of them focused on customizing the game difficulty since we received lots of feedback about players demanding a more challenging experience. We are certainly not planning to stop there – we can imagine game rules changing entire game elements according to individual taste (alternative Wind Turbines, anyone?) and we can’t wait to see what the modders will come up as well.

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Here is a complete list of the Game Rules coming in Opportunity:

  • Prefab Colony – start with enough prefabs to build the basics of a Colony and the first Dome
  • No Disasters – disables all disasters, except the ones coming from the Mysteries
  • Hunger – can’t import Food from Earth
  • Inflation – import prices increase over time
  • Long Ride – rocket travel time to and from Mars is three times longer
  • The Last Ark (a.k.a. The Quill Challenge) – can call a Passenger Rocket only once
  • Amateurs – no specialist applicants
  • Rebel Yell – colonists periodically become renegades. Crime is more severe
  • Chaos Theory – tech fields are fully randomized
  • Winter is Coming – Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more
  • Armageddon – Meteor rating set to a new Max level for all locations on Mars
  • Dust in the Wind – Dust Storm rating set to a new Max level for all locations on Mars
  • Twister – Dust Devil rating set to a new Max level for all locations on Mars

Storages
Opportunity introduces new storage buildings for Water, basic and advanced resources. Storing large quantities of processed resources was a huge problem, especially in large colonies and the new storage facilities have been created to address this issue.

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The new Large Water Tank holds up to 1000 units of water (1500 with an increase from tech) while the new Storages hold up to 4000 resource units of the corresponding basic or advanced resource. These facilities are locked behind the research. Unlike Depots, Storages consume Power and require a certain amount of construction materials.

Workshops
The final new feature we are introducing is a cycle of three researchable buildings called Workshops. But wait, wasn’t there a service building named Art Workshop already in the game? We always wanted to have a dedicate place in which the colonists can be creative and make their own works of art, but the old service building was a poor choice for this and should’ve been named otherwise in the first place.

To prevent confusion with the new buildings, especially since one of them is a true Art Workshop, we are renaming the old Art Workshop to Art Store. This name is more similar to the names of the Electronics Store and the Grocer with which it shares functionality.

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With that out of the way, let’s talk about the new buildings. The Workshops, called “vocation buildings” during development, are completely optional end-game buildings that consume advanced resources and allow colonists to pursue higher life goals once the colony has become self-sufficient and has an excessive workforce. All people employed in Workshops receive Morale and Comfort boost, as long as their Workshop is supplied with resources. They are also counted towards a new challenging milestone that requires 40% of your population to be employed in Workshops.

We know that many players will opt to ignore the Workshops and the corresponding milestone, opting for more practical benefits for their Colony. Still, we felt that it was important to provide a cycle of buildings allowing the colonists to pursue self-realization, to climb to the top of the Maslow’s pyramid, signifying that the colony has grown enough to support that kind of lifestyle. The fact that this provides a new optional endgame goal is an added benefit. Hint – to reach 100%, just make sure that your last starving colonist is employed in a Workshop.

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Note that both the Workshops and the new Storages are locked behind new technologies and thus will require a new playthrough to become available in your game.

What do you think about the new features coming in Opportunity? Which one excites you the most? What game rules and buildings would you like to see added to the game?

We will announce when Opportunity will be released in the near future.

 

More @ https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-9-opportunity-by-boian-spasov-from-haemimont-games.1088848/

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Dev Diary 8: Modding! https://www.haemimontgames.com/dev-diary-8-modding/ https://www.haemimontgames.com/dev-diary-8-modding/#respond Sat, 17 Mar 2018 08:58:26 +0000 https://www.haemimontgames.com/?p=337 Read More]]>
The new frontier… The perils of the unknown… The great difficulties and the great hope for the next generation? No, I’m not talking about colonizing Mars. I’m talking about the greatest technical risk we took on with Surviving Mars: building the game for modding support.
Haemimont Games has shipped a cool 15 games on various platforms, but not one of them has had official modding support. And modding was something Paradox wanted from the very beginning of the project. Games that welcome the players to join in the creation are loved more, played more, and live more, they said. What’s the point of partnering with a well-respected experienced publisher if you don’t heed what they say?

The bad news was that over the previous several games, the data loading process of our engine had been optimized in the opposite direction, to be as monolithic and economical as possible, to allow for minimal loading times. This had to be reversed, and many types of data can now be loaded in pieces, or late after the game has started, to allow for asset authoring and tested.

The good and much more important news was that our games are written in a mixture of two programming languages: C++ to handle the low-level stuff like graphics, audio and talking to the underlying hardware; Lua. Which allowed us to implement virtually everything you think of as “game”, from the simulation logic of the colonists on Mars to the user interface that allows the player to control them. And Lua is not only much easier for modders to learn – it’s also easy to be loaded from different places, even when the game is running. We knew that we needed to give modders this ultimate power, to modify and add new Lua code to the game.

The overarching goal of the mod support is, in the words of Alan Kay, simple things should be simple, and complex things should be possible. For the simple part, we identified a handful of small but impactful changes to the game that can be implemented by anyone who’s not afraid of their computer. Mission Logos, for example, let you leave your imprint on every building of your colony. You only need to supply a simple, transparent PNG file

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Mods are a popular way to allow user-provided translations of the game to new languages, and we’re glad to see only days after release several community-sourced localization efforts.

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Radio Stations let you bring your favorite music on Mars – and also your annoying DJ alter ego if you want.

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Once you’ve struggled through your first few colonies, you may want to guide other players into your playstyle. Your own Mission Sponsor or Commander profile is an excellent choice for that. You have at your disposal the same tools our designers had – and unlike them, you don’t need to concern yourself with silly notions like “realism” or “balance”.

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More complex mods can include 3D art assets to be used as buildings or decorations in the game. We chose the popular (and free!) Blender authoring tool and wrote our exporter for it – it is shipped with our modding tools. You can then add it to the game as a new variation of an existing building, inheriting the original building’s logic but modifying some parameters. Or you can implement an entirely new logic, such as the Cemetery provided as one of our sample mods, which serves as an eternal resting place for your deceased colonists and provides comfort and continuity to the living.

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Finally, for the ultimate power with the ultimate potential for head-scratching, long hours of debugging, and potential for greatness, we allow you to plug any Lua code into the game, modify its systems or even replace some of them. For example, normally a Surviving Mars playthrough starts with your rocket landing on a pristine corner of Mars; what about if you could encounter the remains of previous colonies that tried and failed on that very spot? Our sample mod Time Capsule changes the rules of the game to allow just that.

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We prepared extensive documentation to help you get started with modding the game, but as any programmer knows all too well, sometimes there’s no replacement for taking a look under the hood. This is why we will ship a significant chunk of Lua – virtually all the game code – as a reference to adventurous Lua modders.

The modding tools in Surviving Mars are just a starting point in our effort to support the modding community. From now on we’ll listen to feedback, improve things, write more documentation, provide more sample mods, and anxiously check your latest creations. Tell us what you want! Surprise us!

More info @ https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-8-modding-by-ivan-assen-ivanov-from-haemimont-games.1083114/
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Dev Diary 7: For Science! https://www.haemimontgames.com/dev-diary-7-for-science/ https://www.haemimontgames.com/dev-diary-7-for-science/#respond Wed, 14 Mar 2018 08:44:18 +0000 https://www.haemimontgames.com/?p=335 Read More]]> Boyan Ivanov is one of the lead designer of Surviving Mars and in this article he tells more about the research in Surviving Mars and how it allows us to make every playthrough feel and play differently.

The Basics[​IMG]Some of you have already seen our research screen in previews and let’s plays. There are 5 tech fields – Biotech, Engineering, Robotics, Physics and Social as well as a secret field that contains the most awesome techs in the game, but more on that a bit later… You can queue up techs from the fields for research. Each tech has a cost in research points which are generated gradually from different sources. Every time you research a tech in a given field a new one will be unlocked in that field. You can start researching and planning your progress through the tech tree the moment you arrive on Mars. Your sponsor will provide you with a basic research point production back on Earth (unless you are playing the Church of the New Ark) and you can even outsource additional research by spending some funding. However, the main way to generate research points is by building research buildings on Mars.

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Eureka!

Exploring the Martian environment plays an important role in research, especially early on. As you scan the surface of Mars you will find anomalies which can be analyzed by Explorer rovers. There are different types of anomalies to find – some will provide research points and help you research techs faster; others will unlock new techs providing you with a wider choice of techs to research; some will trigger events where you’ll have to make a choice.

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The most exciting anomalies unlock breakthrough techs – very powerful technologies that take a bit more to research but can have game-changing effects on the colony. Here are several interesting examples:

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As you can see breakthroughs have very strong effects. Our goal was to make each breakthrough affect the way you play the game and make you reevaluate your strategy. For example, when you research Nocturnal Adaptation you can reorder the shifts of your factories to work at night to get the production boost. That, however, may result in having to rethink your power network if you rely heavily on solar panels which can’t provide power at night.

Chaos Theory

Breakthroughs are indeed very awesome but you can’t have all of them in a single playthrough. When you pick a map the game chooses a random subset of breakthroughs that will be available this game. Combined with the fact that you unlock the available breakthroughs in a random order it makes for a very different experience each time you play the game.

For example, if I get the Hypersensitive Photovoltaics breakthrough that doubles the power production from solar panels I will heavily depend on solar panels during this playthrough and set up a very day oriented industry as opposed to the example with Nocturnal Adaptation. Or if I research the Positronic Brain and get the ability to build biorobots – I might steer my game towards a colony without any human colonists.

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To build upon the variety of breakthroughs there’s another random element to technologies in Surviving Mars. Each game the main tech fields are slightly randomized – moving techs left or right in each field. Thus in one game, you will get the ability to construct Stirling Generators for example, very early in the game, while other times that tech will be deeper in the field. Still, some technologies are guaranteed to appear early, while others are guaranteed to appear late.

This approach to the research system is one of the main things that makes each new game of Surviving Mars so exciting – what am I going to get this time?

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Collaboration, scientists and night shifts

As you progress through the tech fields, techs will have a higher cost in research points. Constructing more research buildings will help you keep up with the costs. However, there are some drawbacks to just spamming new buildings – buildings of the same type amass collaboration losses lowering their combined output. Building a second Research Lab will increase your research output but not outright double it. It is a good idea to vary sources of research points in the colony as collaboration losses affect only buildings of the same type.

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Fortunately, there’s a lot you can do to maximize the output of a research building. The number of workers defines how many research points will be generated. Having the maximum number of workers in each of the three shifts will guarantee constant research progress but colonists working during the night shift will lose some Sanity and may suffer a mental breakdown. You can set a shift to work on a heavy workload to boost production but that will also affect the worker’s sanity.

The worker’s specialization is another major factor in their productivity – having a Research Lab fully staffed with scientists will greatly outperform a lab working with unspecialized colonists. Morale and workers’ traits will also affect the performance of the building.

You can manage all of these factors to maximize the productivity of your research buildings and speed up technological progress.

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Theme

When designing the individual techs and fields we wanted to capture the feeling of progress and growth – starting from a remote-controlled outpost ending up with a large self-sustaining colony with thousands of permanent inhabitants. The early technologies you research in Surviving Mars are about adapting to the Martian environment and learning how to apply existing technologies to Mars. Gradually techs become more futuristic and grander in scope like researching fusion power or stem cell treatments to slow the ageing process.

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Research is one of our most ambitious systems and with 95 base technologies and 55 total breakthroughs there’s a lot to explore. There are very few city builders with a comprehensive Research mechanic out there, so I guess this makes Surviving Mars kinda special. Research feels thematically right for a sci-fi game and it really adds quite a lot of variety and replayability, so it is the good kind of “special”

Release day is almost upon us and I’m sure that you’ll have a lot of fun stories to share very soon. Which techs did you research first? What was the first game-changing breakthrough that you discovered? What new breakthroughs would you like to see modded in the game?

More @ https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-7-for-science-by-boyan-ivanov-from-haemimont-games.1079418/
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Video Dev Diary 2 – Step onto the Surface of Mars https://www.haemimontgames.com/video-dev-diary-2-step-onto-the-surface-of-mars/ https://www.haemimontgames.com/video-dev-diary-2-step-onto-the-surface-of-mars/#respond Thu, 01 Mar 2018 09:38:55 +0000 https://www.haemimontgames.com/?p=313 Read More]]> In Surviving Mars, players will lead a colonization effort on the surface of Mars, from the very first rovers and supply drops to the construction of suitable habitats for brave settlers from Earth. Every colonist will be vital to the mission as the colony struggles to gain a foothold where the environment is hostile and resources are scarce.
With each success, however, players will gain the ability to expand further, and even establish a thriving society – and lead a new generation that has never known the Earth.

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Dev Diary 6 – The Seven Wonders of Mars https://www.haemimontgames.com/dev-diary-6-the-seven-wonders-of-mars/ https://www.haemimontgames.com/dev-diary-6-the-seven-wonders-of-mars/#respond Wed, 14 Feb 2018 08:41:22 +0000 https://www.haemimontgames.com/?p=333 Read More]]> Let’s talk about the Wonders in Surviving Mars. But first, let’s take a quick trip down memory lane, back to 1999 when, in the words of Douglas Adams, games were real games, and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.

I adore sci-fi games of all kinds, but my single favorite of all times is Sid Meier’s Alpha Centauri. I remember fondly so many things about this game, but in the context of today’s dev diary I want to talk about the so-called “secret projects”. They were an inspiring and very thematic adaptation of the Wonders of Civilization, that proved to me that the concept could work very well in a sci-fi setting.

With Surviving Mars belonging to a totally different genre, our Wonders ended up nothing like the secret projects in Alpha Centauri, yet for me, that was the very first inspiration for them. We wanted to create a set of special late-game buildings that evoke a sense of grandeur and epic scale, each of which feels like both an achievement and a reward on its own.

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Each Wonder is a unique building, representing the pinnacle of achievements in a specific tech field. They are visually impressive, monumental buildings that quite naturally become visual landmarks in your colony once constructed. Wonders are locked behind high-level research, and each of them may be constructed only once per playthrough. As a whole, they feel much more “fantastic” than our regular buildings, based on futuristic sci-fi concepts and possibilities. Wonders are very expensive in terms of research, resources and time to construct, but once operational they provide unique and powerful benefits to the entire colony.

For a while, we experimented with the concept of not having all Wonders available in every playthrough but ultimately decided against this because the wonders ended up both too crucial for our end game and too cool to be available only incidentally.

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As tradition dictates, there are seven Wonders, although I imagine many more will be created as mods or official content in the future. My favorite one is a highly experimental fusion generator called the Artificial Sun, but I already talked about it in an interview a while ago, so I plan to tell you about a few of the others this time.

The Mohole mine is inspired by the Mars trilogy of Kim Stanley Robinson. It provides a constant supply of metals and rare metals from the depths of Mars – something invaluable late game when more and more resource deposits are becoming depleted. It also heats up the surrounding area negating all negative effects of the Cold Wave disaster for any building positioned close-by.

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The Space Elevator is a wonder that speeds up cargo shipments to and from orbit. It can be used both to export precious metals to Earth and to receive resupply materials and prefabs from Earth at preferential prices. Once you construct it trade with Earth becomes much less restricted, not depending on individual rocket capacity and refueling. Since our space elevator is not equipped with life support, you will still need the rockets to get new colonists from Earth, but you will be able to order materials and prefab buildings in huge quantities, as long as you can secure the funding for them.

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I feel very tempted to spoil all seven wonders now, but it is probably best to keep the wraps on at least a few of them until release. It will be fun to see how many you will guess correctly at the very least. And the ones that you don’t guess correctly are even more welcome as ideas for the future. So let the speculations commence! What kind of wonders would you like to see in the game?

 

More @ https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-6-the-seven-wonders-of-mars-by-boian-spasov-from-haemimont-games.1069645/#post-23817197

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Dev Diary 5 – It’s a Mystery! https://www.haemimontgames.com/dev-diary-5-its-a-mystery/ https://www.haemimontgames.com/dev-diary-5-its-a-mystery/#respond Fri, 02 Feb 2018 08:45:42 +0000 https://www.haemimontgames.com/?p=329 Read More]]>

In this Dev Diary we talk about the mysteries – our way to inject a little bit of story within the sandbox game, to introduce additional challenges for your developed colony and to make each playthrough different![​IMG]Our mysteries are long epic scripted sequences of events that tell an interactive and often fantastic story. Only one of the several available mysteries can be active during each game. You will be prompted to choose which one at the start and you can also opt to play a random one. Even though the mystery is chosen this early, it will not start until much later, usually, after you are done with the early-game problems and have developed your colony for several hours.
Without going too deep into spoilers territory, let’s just say that mysteries more often than not are centred on strange phenomena and alien artefacts. Clarke’s Rendezvous with Rama was our first inspiration, specifically the theme of encountering and exploring what is not only unknown but also possibly not entirely knowable.[​IMG]As you can see in the screenshots, the mysteries are the one feature where we let our imaginations run wild. While we are committed to keeping the core gameplay plausible and realistic, we also wanted a place to tell more fantastic stories, a way for us pay homage to the “fiction” aspect of the sci-fi genre. While we are aware that some players will prefer to keep the things more grounded to reality, with the mysteries being optional, they can always disable them for a more realistic experience that focuses only on Mars colonization.[​IMG]Mysteries are so much more than text windows telling a story, though. Each mystery features unique visual and gameplay elements and some of these have a dramatic impact on the playthrough. Again, I will try to avoid specific spoilers, but in very general terms, here are just a few the unique elements that can be introduced by a mystery:

  • Interactive objects in the world that affect your colony
  • Visual changes in the environment
  • Buildings with unique visuals and gameplay effects
  • New disasters
  • New technologies
  • Colonist traits
  • Changes to existing gameplay mechanics – e.g. forbidding contact with Earth or altering drone behaviour
  • Anomalies with unique effects

As a genre, city builders tend to become a bit repetitive mid to late-game, especially after several games when you have familiarized yourself with all the mechanics. The new features of the mysteries aim to break this monotony, introduce unexpected challenges and give a different spin to each playthrough.[​IMG]Playing through a mystery takes quite a while even on the fastest game speed. The narrative sometimes branches and mysteries often have more than one possible ending. Based on the length of the average playthrough, we honestly expect that many players will not experience any of the endings and we are perfectly ok with this. Still, if you have persisted and “won” the mystery, you will also receive a reward for your efforts, such as a permanent benefit to the colony or a breakthrough technology that would’ve otherwise been unavailable. Personally, I hope that you will find your journey through the mystery even more rewarding.

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Dev Diary 4 – Surviving Cold Waves By Stirling https://www.haemimontgames.com/dev-diary-4-surviving-cold-waves-by-stirling/ https://www.haemimontgames.com/dev-diary-4-surviving-cold-waves-by-stirling/#respond Mon, 29 Jan 2018 13:10:06 +0000 https://www.haemimontgames.com/?p=322 Read More]]> What can we expect when hit by a Cold Wave?

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While we don’t want to completely ‘spoil the surprise’ by talking in-depth about all of the disasters that could decimate your beautiful colony, you may safely assume that the environment on Mars is a harsh mistress. Sure, them rocks and that red sand may be looking pretty peaceful, beautiful even. But don’t be fooled. All of a sudden your Sensor Towers may be reporting an incoming Cold Wave that freezes everything in its path, turning the Red Planet white from extreme frost.

And what then?

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Water storages will freeze, power consumption will skyrocket, and before you know it, your logistics will break down one building after the other. Worst of all – if a building stops working during a Cold Wave it will freeze solid, meaning that it can be repaired only when heated or after the cold wave is over. No water? Say goodbye to your crops. No power? Watch your Colonists freeze while your entire resource network shuts down, preventing the production of fuel, the extraction of metal and living on Mars altogether. Let it go far enough, and your Oxygen-producing Moxies might shut down. No water, no air and no power. You’re finished. Or well, your Colonists are at least.

The point is – a Disaster may be the catalyst that triggers a chain of events that end with critical failures jeopardizing your entire colony. And we don’t want that, do we?

So how do I protect myself?

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I wanted to begin this paragraph with the words ‘fear not’. However, that would be lying to you. You should be very afraid and prepare accordingly.

Regarding the Cold Wave, your issues will probably centre around two connected things: power shortage due to your generators not keeping up with the increased demand, and draining of batteries if not enough energy is stored. Running out of power is of course potentially deadly.

You can counter this by placing Subsurface Heaters close to your most important buildings and the hungriest clusters of power consumers. That will heat up the area around the machine, letting your primary power supply continue working at normal capacity. Be wary though – the Subsurface Heater needs a lot of water to function, and as we know, water is not a resource readily available on Mars. There is one other hitch in this plan – the Subsurface Heater has to be researched first and is not readily available at the start of the game, so you will have to survive at least the first few Cold Waves without it.

Without the handy heater option or extreme overproduction of power, prioritizing critical buildings is your best course of action. Be ready to shut down facilities that are non-vital to conserve for example power or water. Just beware – as mentioned before, any building that stops working for a while during a Cold Wave will freeze, thus becoming unavailable until the end of the disaster. Choose wisely depending on what you have stored and be careful to keep your most critical resources flowing.

You see where this is going. In order to be Surviving Mars, you’ll need to have contingency plans in place, build a sturdy infrastructure and be clever about your resources. And above all – always anticipate the worst.

Would you like to know more?

The next Dev Diary will again be written by Boian Spasov himself. It will hit pretty soon so keep an eye out. You could also sign-up at survivingmars.com if you haven’t already. If you do that you’ll receive exclusive news updates and of course a number of other goodies in-game. Be sure to check it out!

All the best,

Stirling (Sebastian Forsström – Product Marketing Manager for Surviving Mars, or as Candyalien said, last stream…the guy who is in charge of the money!)

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Dev Diary 3 – Dome, Sweet Dome! https://www.haemimontgames.com/dev-diary-3-dome-sweet-dome-by-boian-spasov-from-haemimont-games/ https://www.haemimontgames.com/dev-diary-3-dome-sweet-dome-by-boian-spasov-from-haemimont-games/#respond Thu, 14 Dec 2017 12:56:16 +0000 https://www.haemimontgames.com/?p=319 Read More]]> I am back with the final dev diary for you this year, this time focusing on the human habitats and the lives of the colonists in Surviving Mars.

While setting up an automated colony staffed by the little drone guys can be a fun experience by itself, it also serves a larger purpose – paving the road for the first human settlements on the red planet.

But why would you need humans in your colony at all?

Thank you for the excellent question, Mr Skynet. The human colonists are required to perform many complicated tasks such as producing most of the advanced resources, managing complex underground mining endeavours and doing research. There are over 100 technologies, all unlocking new benefits for your colony. So, plenty of research to keep you busy!

The flipside is that your colonists are somewhat more delicate than the lowly drones. They tend to need functional life support, for example. And they kinda like medical care, food, entertainment… To sum it up – you need some kind of habitable settlements protected from radiation, the harsh Martian climate, supplied with all the necessities and, ideally, at least a few of the luxuries, that your colonists may want. I present to you… the Domes:

Beautiful, aren’t they? The Domes are, at least in my eyes, the most iconic pieces of art in the game. Inspired by the classic somewhat naive, somewhat optimistic retro sci-fi aesthetics, these points of light in the Martian night represent our idealized idea for the first human settlement on another planet.

Our goal was not hard realism. Realistically, a manned colony on Mars would almost certainly be at least partially underground, and even if dome-like structures are employed, they would probably not look like our Domes. However, an underground colony will not be very appealing to live in, and we wanted to create a place that invokes the sentiment “Wow, I really want to leave Earth and go live there!”

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Building utopia

Domes come in various sizes, but all of them are mega-structures meant to house other buildings. Most of the buildings related to colonists can be placed only under Domes – this includes living quarters, research labs, certain factories and service buildings. Domes are expensive constructions, and space underneath is premium, so you are solving a spacial puzzle with every Dome you create.

Placing any building takes valuable space, and you have to maintain a careful balance between residences and workplaces. Food production, research and production of advanced resources can be distributed between Domes, but you can also create specialized Domes focusing on one particular gameplay aspect.

A dedicated farming Dome can feed a significant portion of your colony. A luxury service and residential Dome will provide comfortable conditions for the Colonists living inside, increasing their birth rate and morale. A mining Dome may be meant to service nearby resource extractors, located just outside the Dome, providing plenty of living space for miners and the facilities to handle the stress caused by their work.

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The monumental central structure in a Dome is called a Spire. Most Domes can have only one single Spire, but the Spire grants a powerful benefit to the entire Dome, specializing it even further in a chosen direction. An Arcology provides residential space for numerous colonists, a Water Reclamation System recycles vital H20, while a Network Node boosts all research conducted in the Dome.

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Livin’ the Mars life

So, we’ve already established that you will need Colonists to keep many of your buildings operational. It is good to keep in mind that some of your Colonists have individual specializations that allow them to perform much better in certain workplaces. To get the most of your buildings, you will have to either cherry pick the needed specialists from Earth or secure a way to train them in the Colony. Generally, workers are assigned to their workplaces automatically, but you have the tools to micromanage their assignments and work shifts if you wish.

The current condition of any individual colonist is represented by four key stats – Health, Sanity, Comfort and Morale. Letting any of this drop too low has negative consequences. Colonists at low Health can’t work, and if their Health depletes, they will die. Colonists with no remaining Sanity will suffer mental breakdowns and may gain negative traits such as alcoholism or gambling addiction (more on traits – below). Colonists at low Morale may become Renegades and start causing trouble in the Colony. Conversely, high stats may grant positive effects – for example, citizens with high Comfort are more inclined to have children.

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Unlike the drones in the automated colony, your colonists are not created equal. Each possesses a different set of traits with each trait granting some different effect to the colonist. A hardworking colonist performs better at his workplace while an idiot may cause a catastrophic malfunction, shutting down the building. Some traits are exceptionally rare and may benefit the colony as a whole – having a Celebrity will secure additional funding from Earth, as long as the said Celebrity survives on Mars.

Just as a teaser, here are few more example traits with their current in-game descriptions:

  • Survivor – Loses less Health without food, water, oxygen or when living in an unpowered Dome
  • Nerd – Gains a temporary Morale boost every time a new technology is researched
  • Hypochondriac – Will randomly visit Medical buildings and take Sanity damage if unable to do so
  • Chronic Condition – Loses Health each day
  • Guru (rare trait) – Randomly spreads other traits of this colonist to persons in the same Dome

As your colony grows, you will gain the options to cultivate certain desirable traits and treat some of the negative ones. And no, the definition of treatment doesn’t include setting up domes without Oxygen supply and encouraging the colonists with the undesirable traits to move there. You monster! :p

You can filter the traits and specializations of colonists coming from Earth (but not of children born on Mars), as well as the individual Dome populations – if you want to create a Dome populated by Fit Middle-Aged Survivors and Sexy Nerds, you have the tools! You can even find some perfectly valid in-game rationalization to do so. Probably.

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As you can see, I love the traits and their effects – it is a wonderful, expandable system that will only get richer as we continue to work on the game.

That’s all for today’s diary! Thank you for reading and have a wonderful holiday! See you in 2018, when I plan to write about something very mysterious.

*****

Thanks to Boian for another awesome Dev Diary – just tacking this on as I think it will also be of interest… :)

Surviving Mars will be out in SPRING 2018

Also, Boian has been interviewed by PC Gamer – read it in full here!

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