Teayeph VI: it Zoooooms! (Patreon)
Content
Did a significant UI upgrade to Marooned on Teayeph VI. What used to be an SVG-in-an-HTML-page interface is now a single SVG with a couple embedded HTML nodes. What resources are available and what buildings have been built are now displayed on each hex on the map. Format is also a hell of a lot more straightforward, with separate panels for crewmates and for tile hexes.
I've removed all mouseover events, so this game should now be tablet-ready. The popups have been shifted over to a much more informative help system, to which I hope to add cross-referenced links in a future expansion.
The underlying game is broadly unchanged, but as is the way of things, shifting the UI presented a number of good changes that could be made to the game engine. Those are:
- The map is about four times larger.
- Speed controls allow you to slow down and speed up the clock (space bar will pause and unpause, tilde will cycle through game speeds).
- The drop and stockpile orders have been replaced with deliver, and there's a corresponding collect order, now.
- Building projects are now by tile instead of by crewmate, so multiple crewmates can work together on large build projects.
- Each hex only has space for three buildings, which should prompt you to spread out a little, and also makes the map easier to make pretty.
- You can now demolish buildings that are in your way.
- Crewmates will fuel the buildings that they need to do their jobs; they won't ask you to click the Fuel button any more.
- The temptation mechanic has been simplified and balanced; when libido/hunger/thirst get higher than willpower (the red portion of those meters), a crewmate will seek out sex, eat raw native food, or drink foul water.
- The next and last crewmate buttons have been removed; you can hit 'q' and 'e' to cycle through active crewmates, instead.
- Crewmates can swim across water tiles, they're just hella slow without a raft.
You can play the new version here: http://dexsin.com/teayephvi/
Files
Previews only