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Markus

Developer
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Everything posted by Markus

  1. Good suggestion. We also thought about weight-classes. We'll have to see how we can implement other modes seamlessly
  2. I haven't put to much thought or experiments in it yet, but I one wanted to make detachable drones which stick to pushers from the side and use side-force to bring them out from their intended motion vector. So this strategy might work against them if your main-part can evade the initial push. Just thinking aloud here, not yet tested
  3. Ah yes, I think this is something we once had fixed (if I remember correctly) but maybe it got reset again. Thank you for noticing and posting! ❤️
  4. No worries @Geonovast! Thank you a lot for buying Nimbatus, I hope you enjoy it a lot. Please give us feedback if you think we can improve the game
  5. We'll work on the whole energy/fuel mechanic a bit in the future where we'll add new features. I think you have an interesting suggestion which we'll definitely add to our discussion. Thank you for sharing
  6. Good suggestion, haven't thought about that we'll have to check if this is fun (and can't be exploited): I assume you could just land your "main part" in there and then print (with the factory part) lots of small drones there without fear of getting destroyed. So I'm not sure if we'll change that, but I really appreciate your suggestion. It's sometimes hard to see those things if you are so close to the game
  7. This is very useful, thank you very much for taking your time wo make a mockup! We'll add an overlay which shows keymappings and logic mappings some tine im the future. Your feedback helps us create and improve that system, thank you very much
  8. Interesting suggestions. We balanced the fueltanks and batteries just a while ago and we didn't have enough data do evaluate if they are optimal, but we'll work on that topic in the future and optimize everything. Your suggestions help, thank you for sharing
  9. Thank you very much for this suggestion. I would also like to see more stats KSP of course is much more physically accurate and has a whole simulation which makes sense, whereas we just tweak the values as we think it's the most fun But I also think that it would be useful to see a total usage/production/capacity statistics for fuel and energy somewhere in the editor to eliminate guesswork and make drones more efficient
  10. Markus

    Game does not save

    Thank you for posting. Unfortunately I'm not well versed enough for helping in this special case. Can you try to make a new savegame in one of the remaining slots if you have one (slot 2 or 3), quickly build a drone there, quit and see if the saving works in this slot? Maybe the saveslot 1 got somehow corrupted. But let's check first if it's a general problem. Thank you for your patience!
  11. Ideally, I would love that the player is able to detect and target all possible entities in the world of Nimbatus. Not yet sure of feasible that is, but might be useful. At the very least I would like you to be able to detect anything which is needed to build fully autonomous drones which can solve all the missions we have in the game.
  12. Timing is super useful in Sumo, and potentially in Racing I think we have to make a list of timing related parts which allow for new things
  13. Interesting suggestion. You can already use the "logic connector" which passes through all "global" key presses. But it would be neat if you could add "exceptions" to the "logic splitter". Thank you for the suggestions, very useful
  14. The problem with having more than one connection per part is twofold. The first problem is physics. When we add more connections, the physics calculation which is already very demanding with big drones, would even be more taxing, and we want to make sure that the game is smoothly playable on most computers. The other thing is, that in earlier builds more rigid structures were less fun, everything felt very similar and also there are already a lot of games which have rigid spaceship building. I think we might/want to add a part which makes drones more stable, but we have to balance it well So it's still fun and doesn't break you computer
  15. Ah, interesting. Yes, that sounds really useful. I was also thinking of having something like area where you can deposit small constructions and leave them there to re-organize things and then use them instead of always parenting them to other parts so that you don't lose them.
  16. Not sure if I got what you mean by custom parts But I really like the idea that you can rotate parts without rotating the attached parts. Would love to see that as well. Maybe when you hold a certain key, the rotation gets not applied to the attached ones.
  17. We wanted to implement a key-mapping overlay, but there was not enough time for the Early Access, I'm sorry. It's on our todo list and will most likely find its way into the game in one way or another. Thank you for your suggestions, helps to evaluate what really is needed by the players.
  18. This will definitely come! I hope we can include it as soon as possible. Thank you for posting and upvoting! This helps to sort our feature-list considerably
  19. I think the fix should be live for everyone, hmm. Did you restart Steam? I'll forward it to @Micha, thanks for posting!
  20. Very good point. Both are on our Radar and we have so see how we can improve the clarity and usefulness of the warnings. Thank you for pointing it out. Helps a lot! Thank your for the compliment ❤️
  21. No, I'm sorry. Unfortunately that's not yet in the game, but we would like to add it to the game further down the road. I can't say when it will be implemented yet.
  22. Actually, I told @Micha today to implement exactly this! But you know what? He said, "who needs this"! Now that we have another vote, he has no chance but to do so, harhar
  23. Lovely drawings and cool ideas. Thank you very much for sharing those!
  24. We might have a mode where there are weight-classes, so you only can build lighter and more nimble drones
  25. Yes, I also want to have this feature Not sure when we focus more on the sandbox part, but it most likely will happen during the early access Thank you for joining and posting this suggestion! We love how players come up with crazy big drone ideas.
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