Game
Colony: Zero
7 years ago

Colony: Zero Devlog Update #2


Howdy!
The last two weeks have been transformative. Our beloved rated G game has become jam packed with monsters and colorful viscera! For up to date information from behind the scenes, make sure to follow our Twitter!

New Features
Monsters:

  • Things were definitely too peaceful around the Colony. All work and no explosions makes for sad aliens. Now, their little lives are constantly at risk, with creepy little gremlins crawling out of the dark ready to tear them to pieces. Once they’re done feasting, they set their sights on your base and your headquarters, thus we’ve created a first condition for losing the game.

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Towers:

  • What good are monsters if you don’t have a way to blow them to smithereens? We now have two functional towers you can build in game to lay waste to the grubby beasts. They use tremendous amounts of energy to shoot laser blasts off into the darkness, protecting your currently defenseless workers. You’ll want to have plenty of energy for them to draw from, and use them sparingly in choke points.

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Death Animations:

  • You’ve been looking at them the last two gifs. It has been confirmed we’re having too much fun tweaking them. Especially the glowing monster blood.

Dropoff Points:

  • Workers can now drop off materials at storage buildings instead of walking back to the headquarters to deposit. This allows you to setup strategic outposts away from your base.

Energy Expansion:

  • We have continued to develop our energy system. It is now relatively sophisticated. All functionality, i.e. oxygen building producing some oxygen, beacon building producing light, tower shooting, require a certain amount of energy to complete a specific unit (shot, burst of air, etc). They gather this over time from your reserve of energy, making production and demand occur simultaneously and in real time. This creates some interesting gameplay opportunities, causing oxygen stagnation and declines when you are under duress, or even light flickering, which might carry some repercussions other than aesthetic changes later.

  • The most dramatic and intended impact of this for now is the huge power draw of turrets. Long attacks or overly defended and under-energized bases will be punished for not supporting their infrastructure!

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Looking Ahead

There’s a few things we intend to accomplish in the coming two weeks.

  • Tileset

  • More advanced world generation

  • Monster spawners

  • More towers and effects

  • Balancing

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By our estimation we should have something of a playable demo by April at which time we would love to hear some feedback on our progress beyond just a high level overview like this.

As always, thank you for the support!

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