Jump to content
Double Fine Action Forums


DFA Backers
  • Content Count

  • Joined

  • Last visited

About Krantastic

  • Rank
    Super Action Fan
  1. I would like to see the documentary available to everyone. I think that would be great!
  2. Further progress: I have identified similarities between Big Leg and The Space Weaver. Big Leg: Sits alone. Space Weaver: There is no room in the Space Weaver's life for friendship. He slides alone, like a shuttle of yarn accross the warp of time, on an ever-shortening thread. The Space Weaver is immobile within the frame of reference of the interior of the ship. Big Leg could limber over there and be his best buddy! Maybe Big Leg could spool back the Space Weaver's thread? Aside from his complete dismissal of the prospect of friendship with Grabbin' Gary, the Space Weaver seems reasonably friendly and talkative. I think the two are best buds, somewhere. If not here, then in Fionavar.
  3. I played Vella's side to completion before starting Shay. I had absolutely no notion of the reveal at the end. Marek seemed a little off the level during the second rescue when he wanted Shay to leave the last alien behind despite no immediate threat. I was turning over in my head Marek's trustworthiness and taken with the urgency with which you rush through each of the rescue encounters - gotta get to the next one immediately after the previous! - instead of thinking about the parallels. I think it's also in part the idea is so unwieldy and seemingly impossible, although the number of aliens collected and in-particular the escaping alien are pretty big hints. Once I heard the keywords of the planet, operation, and ship name, I had a completely different working theory of how the stories were related. That was my candidate for the main story hook. Can't wait for Act 2!
  4. I liked this base but I think its time is about up. I needed far fewer technicians to maintain a machines; yay. However, derelicts still require careful management. I left a few unexplored; they stopped spawning, but eventually all the machines broke down at once and my technicians fled my base. Edit: I locked a bunch of technicians in the room with the most oxygen recyclers and they managed to restore order. Hooray! Edit: [del]I found a killbot.[/del] A killbot found me. Edit: Killbots are weak against space-type pokemon.
  5. I am realizing the wisdom of your words, rrgg.
  6. I'm a pessimist when I play; I've had too many airlock "incidents" where someone gets sucked into space or asphyxiates right outside an airlock. However, I think I need to learn to not give up on a base when things start to go wrong. I'm hoping this asteroid-ringed base can meet its full potential. I find the double-walls in other screenshots interesting. I expect it would help when firefights blow out a wall segment. In my base posted above, I noticed oxygen levels in my entry-corridor and the pub were much lower than the typical 90% (they were, in fact, around 60%). I wonder if having so many airlocks has something to do with it; whether or not oxygen is actually lost in the entry/exit process. Edit: One of my many airlock doors broke. It's the door everyone lines up in front of. They die. The space monster occasionally calls out members to single combat. They die. Too much in my base is in disrepair for my technicians to spend much time on the oxygen.
  7. This base is a favourite of mine. I built it inside a ring of 3-4 asteroids. This screenshot was right after the space monster and right before all the life support systems ran down in the nearby derelicts and my highly trained technicians decided they needed to brave the low-oxygen environments to set them right. I levelled the derelicts, got some replacement crew and I'm sitting at 10 pop. I demolished some life-support systems to make things easier for my remaining technicians. Another space monster burst onto the scene. 5 pop . . . The space monster in the second screenshot is alive and I think it has ruined my base. I mined the ground out from under it yet it doesn't die. However, the monster seems to be okay to live and let live. Two more derelicts appeared in the North-East. One brought a new monster. I think I spaced it. I hope my four remaining population holds out. Two more derelicts have appeared and one crew member. My typical way of dealing with derelicts is to take out one wall in each room to space any life (hoping no space bugs bug out) and then demolish the whole thing. I'm executing this strategy now. Life is slowly returning to my base.
  8. I tried, team. This base is descending.
  9. I had been making walls a half-score of space-units away from my base, in the hopes that pirates wouldn't spawn on top of existing walls. I've had pirates spawn inside walls that were too far out. So no-one has spawned on top of a wall but the trial hasn't been very long. I can still have problems with raiders making their way into my airlock, but that's the easiest way to space them. The problem occurs when I have miners in space who freak out and don't come inside before asphyxiating. I will have to try the maintenance tunnels... they do look cool. Typically, my base has consisted of a small refinery attached to my starting airlock and hopefully a few more airlocks later on. I have a life support room, residence room and pub that I just keep expanding in three quadrants of a plane. Tragedy typically strikes before I have > 25 crew. The siren song of the derelicts will call out either my technicians or builders to their doom (trying to destruct them before technicians go for a picnic, but the first thing they do is destruct the airlock), or too many rounds of invaders will cull my fleet of technicians. I haven't yet made such a pretty base as above. I usually try to accept all newcomers so I'm constantly expanding until tragedy causes my base to go into a death-spiral. I just restart when I lose key population now.
  10. Agreed a Discworld homage would be awesome and something non human would be interesting and fun. How about a mechanical librarian? At the beginning it has basic knowledge, but over time through centuries of research it helps with new weapons, infrastructure, and tactics against the demons. All the while the smarter it gets the more likely it will speak its mind since it has been around as long as you have. That's a neat idea! Similarly, you could have an adviser that is ill-effected by time. . . growing weaker with each generation, providing less help for the player as the game goes on. That could serve as a way to make the game more difficult, perhaps the ruler would feel like they are increasingly alone (...despite all the new generations being born). In that way, you could have a buff tutorial / introduction. . . maybe the mechanical librarian is running down? Oh noes! Off topic now: I expect the family trees will basically increase in population over time or stay steady, but it would feel calamitous and harrowing if generations grew smaller over time. That's probably too big a shift at this point, but I don't know. It's also not required, and might feel too similar to the always-winter-but-never-Christmas feeling of XCOM (always increasingly losing grip). It would also require a lot of heroes to die off in combat... perhaps too sad.
  11. I both like and don't like that idea. I like the idea for literary reasons, but in game terms it could be skating on thin ice. One of the absolute worst things a game can do is to "criticize" a player for failing. Especially in a mocking, teasing, making-fun-of sort of way. I've played games before where, when you die, the game displays a message like: "What's the matter? Not easy enough for you?" And a bunch of other messages along similar lines. It makes players angry at the game (because, hey, maybe players are dying because your game just isn't very good?) and at the people who made it (is this game more entertaining to me, i.e. is it fun? Or is it more entertaining to the person who made it, i.e. some kind of of ego-stroking torture device?). In a lot of literature, the fool is the only person who can criticize the ruler, and in the third person that is great. But keep in mind that the ruler is also the player, so the fool wold have to be *criticizing* the player, and while that's not guaranteed to go wrong, it absolutely could. A very good point, AnAnemoneInAnonymity. It would be no fun to mock the player. Perhaps if the Ruler were overly wrathful the Fool would be the only one who could safely offer suggestion. . . but when the Ruler is the player that's probably not a great fit for the game. Edit: More quick ideas - a turtle. Turtles live a long time. The kingdom could be on the back of this giant turtle. . . some sort of . . . World Turtle (homage to the Discworld series is appropriate in all art across all mediums) - a tree. Trees live a long time. Who ever heard of a World Tree, though? I have not been paying close attention to the rest of the thread; I came in to throw some quick ideas... but I really like what I read of them. You go, team!
  12. I like the idea that the adviser ties into the generational theme with a family line of advisers or ancestral spirits. Perhaps your fallen heroes are the advisers? I like the fool idea up top. The only one allowed to criticise the ruler. Quick adviser ideas: - a defected demon - the chalice - the ruler's immortality-granting gadget is the adviser (sentient crown, chalice, etc) - someone cursed by a demon [to live until the kingdom falls] - the ruler talks to himself aloud, advising - ruler is possessed by X, the adviser - a book (advice is read aloud from pages on What To Do In Event of Demon Invasion) - a [sole?] survivor of the neighbouring kingdom that fell to the demons - a minister who's really great at poetry and standardized tests - a bear who is cleverer than average (for a bear) - a witch - a demonologist - the maker of your immortality-granting heirlooms (Hephaestus?) - someone (warrior, farmer, other) who got time-punched by the demons and no longer ages, or contracted such a contagion
  • Create New...