Most impressive-and fair play for this-is the addition of a mod manager UI. The update is marked as 1.4 and is currently live on the unstable branch of the game (you can opt-in by right-clicking the game on Steam, selecting 'properties', then the unstable branch option in the 'Betas' tab), with the normal game remaining on 1.3 for a few weeks while the developers iron-out any bugs.Īs well as Biotech there are some notable improvements: the devs have spent considerable time optimising the game's launch and load times, and now say it's "roughly 37% faster!" It adds paint and colour customisation so you can get your colony looking just right, it makes the previously weeny shelves "actually useful" for storage, new turret types, new starting possessions for colonists, increased sophistication of how corpses decompose… yep, it's that type of game. I wanted to make sure we had the development power to make the game generate these kinds of powerful family-oriented emotions without cutting corners or excessive jank." Reproduction, birth, baby care and child raising all have a lot of fine details and rich content that I always knew would take substantial effort to get right. However, it took a long time to get here because these are such complex topics. "Extending that into RimWorld makes obvious sense and it’s something I’ve always been interested in. This is true in the western stories that RimWorld is inspired by as well. From 'No, I am your father,' to 'I will find you and I will kill you,' to 'You are the father,' family relationships are at the center of story. "From the most classic novels of high culture to the bawdiest barroom tales, questions of family obligation, sacrifice, life and death, and relationships are central to our most compelling stories. "Family-linked drama is the bread and butter of stories across older media," says Sylvester. You can see why adding babies and the associated familial relationships into that dynamic makes sense. Rimworld is one of those games people describe as a 'story generator', because the fun is very much in that narrative of how your colony grows, adapts, deals with disaster, and ultimately how it ends. Rimworld creator and developer Tynan Sylvester has written at some length about the design goals of the game more widely and what Biotech is looking to add. The hostile worlds you build on will now have their own babies, mechanoids and xenohuman types, among which is apparently a "psychic-bonding concubine" faction. The fun thing about all of this, and Rimworld as a whole, is that these new options don't just apply to you. You can now make your humans into xenohumans through modifications that "range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality." Well, at least Sonic the Hedgehog fans will be happy. "From the most classic novels of high culture to the bawdiest barroom tales, questions of family obligation, sacrifice, life and death, and relationships are central to our most compelling stories." Tynan SylvesterĪs if we weren't getting into the future hell of science fiction enough, Biotech also adds gene modding. (Image credit: Ludeon Studios) Family drama
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