Kubifaktorium Feature 09: Zeppelin transport system.

One effective way to connect distant areas like mining colonies in Kubifaktorium is the zeppelin transport system. Their low setup cost makes up for the fact, that they can only carry one good at a time.

The zeppelin stations, between which goods are transported, come in a simple version, which can be used like a stockpile, and a mini-depot version, which will automatically redistribute goods.

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Kubifaktorium Feature 08: Ore smelter scene.

This week I have been working on a new demo scene. In this scene iron ore is being transported by train, sorted in a depot and finally processed into iron bars. New features you can see in this video include the railway crossing gate and the ore smelter at the end.

There are still a lot of missing features and plenty of bugs (some of which you might have spotted in the video), but I am making progress. 🙂

Kubifaktorium Feature 06: Weather system.

This week I have added a basic weather system to the game. Depending on the terrain/biome, there are now occasional rain and thunder storms. These storms come with changes to the overall color management, an increased wind intensity, a rain particle effect, ambient sounds and lightning effects.

While the effect is purely visual for now, I might add gameplay implications later on. After all, getting hit by one of those rain voxels looks really painful. 🙂


Every week I will post more information on Kubifaktorium. If you are interested, follow me and help me spread the word. Thank you!

Kubifaktorium Feature 05: Cargo ships.

In the course of the campaign in Kubifaktorium you get to visit and settle on multiple islands. When building a colony on a new island, your previous colonies will send shipments of supplies to help you get started. All you need to do is to build a harbor in which cargo ships can disembark.

While grassland islands will be fertile and provide plenty of building materials, desert islands will be rich in metal ores instead. Planning the focus of each colony and considering which resources you will need in the future will go a long way in Kubifaktorium.


Every week I will post more information on Kubifaktorium. If you are interested, follow me and help me spread the word. Thank you!

Also, if you have the time, check out my Twitch stream this Sunday where I will demonstrate the current state of the game, talk about my plans and answer your questions:

Date / Time: June 24th at 20:00 CEST
Where: twitch.tv/bossconstructor.
Topics: Current state, my plans for the game & AMA

Kubifaktorium Feature 04: Interaction between players & Twitch stream announcement.

When developing Kubifaktorium I focus on providing a great single-player experience. Nevertheless there will be opportunities in-game to interact with other players in a positive and friendly way.

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One way will be to donate and send items via rafts. These rafts will then – after some time – arrive on another random player’s island. You can use this to help other players out by sending excess food or building materials. Or – if you are feeling really generous – by sending legendary weapons, tools and resources. 🙂

In other news, I will host a development/presentation stream on Twitch next week. I will demonstrate the current state of the game, talk about my plans and my schedule and answer your questions:

Date / Time: June 24th at 20:00 CEST
Where: twitch.tv/bossconstructor.
Topics: Current state, my plans for the game & AMA

Kubifaktorium Feature 03: Autofarms.

Advanced buildings like the Autofarm allow you to automate simple tasks and make your colony more efficient. The Autofarm will plant and harvest any crop that can be grown on a field. The harvested goods can then be loaded onto a conveyor belt for further processing or storage.


Every week I will post more information on Kubifaktorium. If you are interested, follow me and help me spread the word. Thank you!
Facebook: http://www.facebook.com/Kubifaktorium