
These are important, as your colonists willingness and ability to perform certain tasks and how they interact with others is critical to how smoothly the station will run. Under traits are a set of other preferences - these are specific tasks which the colonist may love, hate, or refuse to do. Each of these can be hovered over to display more details. Negative traits are colored red, positive traits are green, and neutral traits are grey. The icons in each of the colonist ego details indicate key traits which will drive the colonists behavior and determine how they'll interact with other colonists. Your first job will be to create a colonist and activate the station’s SOS beacon.

Immediately you’ll be greeted by KAT - a helper AI which offers tutorial information. Your station is damaged and drifting in space. Lastly enter the name you’d like to call your station and it’s time to get started! The differences in design and color are purely cosmetic, so select the style that suits you best! The core is the physical representation of the station AI, and is at the center of every starting station. Next you’ll design your core’s appearance. Remember, in Starmancer you’re an AI, so this will be the name assigned to the station's computer intelligence and will be displayed on the computer core. Setting Up Enter Your AI NameĪfter beginning a new game the first thing asked is your name.
#Twitter starmancer update
I'm gonna try to post more frequently here, but if you want updates asap our Twitter account is the most active.Welcome to a guide to get you started with Starmancer! This will introduce you to the basic game systems and get you started by outlining some recommended steps to take the first few days in game.Īs of the most recent Wilderness update to Starmancer, some or all of the information on this page may be irrelavant or outdated. Well, I think that summarizes most of what we've been doing since I last posted. Here's also something fun I did with faction leaders talking animations.

Here's a mockup of how upper and lower halves of the face can be randomized, but no hairstyles yet. Humanity had to flee earth from a catastrophic event.Įveryone uploaded their consciousness into databanks on ARK ships, which were sent out in great numbers, controlled by Starmancers.Īs you start the game your Starmancer core has been corrupted and the station is in disarray, you've laid dormant for years and now you have to get the station back up and running.Īs you play, the corrupted memory will gradually be restored and more features will be available.Īs colonists are merely data at first, their physical bodies will have to be grown in tanks and their consciousness uploaded into their new brains.Ĭolonists will have a sprite and also a portrait, for more detailed view of their look and expression. The backstory of the game is basically the following: You have a physical core which you need to protect at all costs, shown here below. The main theme of the game is that you play as a Starmancer, a Human-AI hybrid who is in charge of the space station. We want the game to look really interesting, but we don't plan on stopping here.

Most of this work was leading up to our kickstarter which we plan to launch very soon now. We needed something that would scale well and work with our building system.Īnother area of focus has been damaged objects, doors, walls, etc. The lights go off when colonists go to sleep and when a room is empty the dim down. It's more of a material tint that actual lighting and it's based on rooms. This fall we decided to improve on the look of the game and one of the things we did was add a simple lighting system. In-between working on the game we've been posting things on various social media and we also built a website for Starmancer which you can find at. We've been really busy since I lasted posted. I totally forgot about TIGS, I've been reminded occasionally but then I forget again.Īnyways, it's been a long time, I better post now while I'm here.
