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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

Comments

Unknownllama9

Forgive me if I'm being dense (it's pretty likely), but I can't seem to find a way to pick up the bucket once crafted? It just sits there as a bucket of air, and trying to collect it gives the crew member the air, not the bucket?

dextersinister

That's not you being dense, that's the software design (ie me) being dense. I *believe* if they are in the same hex as the bucket and you tell them to go collect a fluid they will pick up the bucket themselves. But you should absolutely be able to tell them to pick it up manually, too.

Exitus

Oh hey, you're alive. Glad to see you showing TF6 some love. Love the UI improvements. If you could hammer some of the nastier bugs it would be supergreen. Notably, being trapped in a food/water idle loop instead of actually grabbing and eating something way past willpower threshold and pretty much everything involved in trying to keep your canteen filled with normal water while handling other fluids. Also the same personal gripe I mentioned last year: could we get some way of limiting initial body part generation to more conventional male/female at start so the transformation is more meaningful?

dextersinister

The food/water bit is #1 on my bug-stomping list. It should, at the very least, be collapsing down into one 'find something to eat and drink' task, and then dropping to the bottom priority when it can't be fulfilled.