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McDev02
McDev02 @ Animal update

Hey, thanks :) The player shall be able to make the pasture flexible, currently, it's not but we work on it. We are looking forward to adding this feature later in June.

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McDev02
McDev02 @ Empires of the Undergrowth

Nice! Had that idea myself already, it looks like my dreams came true :)
I'd only love to see the ants climbing on bigger insects, that always looks devastating in reality.

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McDev02
McDev02 @ Screenshots

Sure the inspiration mainly comes from slums.
If like to discuss this visit our Discord! Discord.gg

How big the population gets depends on how you treat your people. The game is all about managing resources and happiness.

Factors are house size and quality, amount of food and variation, water consumption for drinking and cleaning, pollution and some more.

The goal is that you can try different kind of cities which also depends on which scenario you play.

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McDev02
McDev02 @ Screenshots

That's good, it's not as nice maybe as medieval buildings which are more usual in this genre but I think it has a charm as well. Especially, as the game progresses you will have more options to make the town nicer.

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McDev02
McDev02 @ Screenshots

I might have to disappoint you :)
The main purpose of the truck is that this is a trader that comes by. If the player ever needs vehicles is rather unlikely.

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McDev02
McDev02 @ Our new community

I hope you realize that this is a development tool and not an ingame feature.

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McDev02
McDev02 @ ENDCIV on Greenlight

I actually never thought about a cooperative multiplayer, despite that I have to say that multiplayer is nearly impossible with the current circumstances, a cooperative mode is really something that could work. One of the issues is the style of the game and time control which is bad for competitive multiplayer.

But let us finish the core game first before we throw this into the hat :)

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McDev02
McDev02 @ Atmosphere Teaser

Yes they have their own inventories. Yet this is only to carry stuff, later it will be more advanced for using equipment.

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McDev02
McDev02 @ ENDCIV

Not yet.

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McDev02
McDev02 @ City

Depends on the size of the house, but it is up to the player. You can place objects in structures such as beds, and that defines how many people can live in it. This enables you to define the quality of a house/lot on your own.
You probably start with a simple shack and place only beds in it for all the people. Later on you can define homes for individuals or "families".

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McDev02
McDev02 @ crops

Level of structures is very much of the core principle.
The process will be that you can place anything as you want. You can place crops where you want and you can decide where to place a fence. You just need resources and time to build that.

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McDev02
McDev02 @ crops

It will be freeform, crops can basically be places everywhere. Just greenhouses would be pre-designed.

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McDev02
McDev02 @ crops

Tentacle plant? :) That's potato, its quite leafy.

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McDev02
McDev02 @ crops

Currently working on re-implementation of the crop system.

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McDev02
McDev02 @ City

The player has a variety of options of how to design a city. If a big number of people is the goal, slum-like city layouts is the only choice.
High density, low quality of housing and makeshift power grid will lead to fire hazard and other problems with pollution, healthcare and happiness.
Btw in that screen there only is one house model.

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McDev02
McDev02 @ Fog

It's actually right. Especially because this scenario is one with a lack of water. We may try to describe that fog as dust or smog in the air.

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McDev02
McDev02 @ Shanty Shack

We do that! There will be texture variations and of course different models and layouts.

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McDev02
McDev02 @ Shanty Shack

Yes, furniture, oven, objects for work, storages, lights and some decoration.

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McDev02
McDev02 @ Shanty Shack

Them garbage piles are experimental.

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McDev02
McDev02 @ Shanty Shack

Finally, you can place individual objects in houses, this creates much more flexibility and customization. Actually very important for a survival game.
The structures themselves will be predefined.

Also we are experimenting with trash and the ground textures have been updated.

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McDev02
McDev02 @ ENDCIV

Hey, we are not yet on Greenlight, but you can vote here, that helps as well: Steamcommunity.com

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McDev02
McDev02 @ Udates, Developer Tools and new Job!

From the current perspective rather not. The possibility is there, we will think about modding support in general once the game is in Beta stage.

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McDev02
McDev02 @ AssetEditor Concept

Explanation is in the news Indiedb.com

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McDev02
McDev02 @ ENDCIV

Hey thanks for the flowers. Never give it up, it took 5 years from the initial idea to the state where ENDCIV is today, and there still is a long journey ahead of us. You have to do both continuously develop your game and yourself as a creator.

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McDev02
McDev02 @ ENDCIV Devlog #02 Gameplay

This time with a voiceover, hope that explains more.
For HD quality it seems you have to view it on YouTube:
Youtube.com

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McDev02
McDev02 @ ENDCIV Early Gameplay video

Yes the grid will only be visible in construction mode. The size and shape of the roads is definietly something which will be reworked over an over again :)

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McDev02
McDev02 @ Early Gameplay video

The things you see in the video do work. Quite something ist still missing or needs to be polished.

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McDev02
McDev02 @ ENDCIV

To answere this question have a look in the news. We are on Steam Concepts btw.

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McDev02
McDev02 @ Residential house InGame Preview

We work towards modularity and we think about modding support of some kind, but we also do not promise anything at this point since it is a lot of work.

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McDev02
McDev02 @ House interior concept

I liked this detail in CivCity and it was something I had in mind for ENDCIV as well. Also it has this spare-time feature which I intend to implement as well.

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