1. use the scanner on it... it's nothing you can repair, but it sheds some light on why the ship is special.I've opened the entire gallery, but in doing so I'm left with a couple questions:
1. How do I fix the slab in cargo bay (wall segment)?
2. How to get access to heavenly bodies?
Meta commentary on game making: SJ-X is one of those games that successfully managed to use game systems, instead of story paths, to make something that seems a LOT bigger, more engaging, and more complex than it actually is...Due to the large number of locations in such games the hard task is to fill and variation (as examples bright past, the lewd knight, pizza hot, the more places on the map, the more events (including repetitive)).
That there is no freedom is nothing new, since everything is pre-established by someone. For freedom to be real, it will take years until the AI is capable of making the game in real time, not to mention the resources that would be needed.Meta commentary on game making: SJ-X is one of those games that successfully managed to use game systems, instead of story paths, to make something that seems a LOT bigger, more engaging, and more complex than it actually is...
Systems, as in, here, a set of stats that you need to reach to do anything, and you have a lot of freedom on how (well, not really how... which order of actions...) you happen to reach them.
More than it actually is, because all that freedom is an illusion: all the story paths are on rails, albeit on stats-related rails, that you can achieve in any order you choose, but with very little freedom in how you do so.
And that my friends is game design genius: giving players the illusion of agency, but with none, really, because the actual story is entirely on rails, and all the complexity (i.e. development effort work) is well managed.
Oh no, that's not a criticism, I loved playing this. But I also know when I, the player, am being played, and this is exactly what good game design is.
If you make a game with elements of randomness, and plenty of systems, you will definitely have "freedom" of the player to create a new story every playthrough, without involving any AI... but you will not see neat "storylines" emerging out of this unless you have handcrafted these in on top of the base game. There is a lot you can do in games like Skyrim or Stellaris without interacting with a single questline. Making sure that actually works properly is of course a lot of testing and debugging, something that is smart for a small dev team to not get bogged into.That there is no freedom is nothing new, since everything is pre-established by someone. For freedom to be real, it will take years until the AI is capable of making the game in real time, not to mention the resources that would be needed.
The problem is that even if it gives you the false sensation that it is random, it is not really since the parameters have been set by the developers, so it is not random, it is just a golden cage like Skyrim for example, you have no freedom whatsoever, just a false impression since you cannot change any of the stories, only follow one of the paths that are given to you, for example in the Skyrim civil war there are only two sides, wouldn't it be interesting to take control of all of Skyrim and become emperor, but no, you can only choose the layers of the storm or the empire, not to mention that the story is not even well finished since the camps remain active after finishing but that is another topic XDIf you make a game with elements of randomness, and plenty of systems, you will definitely have "freedom" of the player to create a new story every playthrough, without involving any AI... but you will not see neat "storylines" emerging out of this unless you have handcrafted these in on top of the base game. There is a lot you can do in games like Skyrim or Stellaris without interacting with a single questline. Making sure that actually works properly is of course a lot of testing and debugging, something that is smart for a small dev team to not get bogged into.
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There are still 3 days of waiting left, but it will be interesting to see what you have prepared for us, you always surprise us with good content and fun art.EDIT
Small Heads Up:
Public version 2.10 release on Friday 16th.
Still about to integrate some patches in the course of the week
Precursor or the system map from the first task?anyone know how to get the iltari map fragment?
You use it just like you would when you are using the wrench to fix issues around the ship.cheers thank you very much... Now you wouldn't happen to know to "Use bottle on cargo terminal"?
On the face of it that argument is a bit specious, IMO: it's like saying you have no freedom as an individual because the parameters of your life have been set by the laws of physics. And sure, there are philosophers whoThe problem is that even if it gives you the false sensation that it is random, it is not really since the parameters have been set by the developers
Note that I specifically excluded from my example the quests-on-rails that many of those games add on top of their world systems. In Skyrim, you can totally live the life of a normal Iron Age person, doing a job, hunting and making tools for a living, with many different outcomes and playstyles, without touching a single quest. There is even a "no hero" mod that makes this the whole experience... The argument is even more flagrant in Stellaris or Endless Space, where the base game comes with nary a quest (or event chains, as they call them), and you only get those from DLCs.for example in the Skyrim civil war there are only two sides, wouldn't it be interesting to take control of all of Skyrim and become emperor, but no, you can only choose the layers of the storm or the empire