Ship-building UI and resource flows.


Building a ship requires parts and components, which you make with metal plates, composites, and recycled ingots. Various buildings produce these materials and refine them into ship parts.

Some of these buildings consume electricity (🪫), which at first is easy to procure, but as the game progresses and storms keep knocking down the grid, you find yourself having to improvise a DIY micro grid (⚡️) for the shipyard to keep going.

Here is our diagram so far (subject to change, this is still early days)


@esklarski  has been working on a proposal for the ships, so that we can have a neat grid system where we can add as many mid-sections as needed. Taking less cargo could mean having space for onboard sensors to go on oceanic research expeditions.

The finite space onboard means you have to make design chopices , or retrofit your existing ships. Taking less cargo could mean having space for onboard sensors to go on oceanic research expeditions, for example.

In our next dev log, we will take a look at events, and how it interacts with the resources and systems in the game.

Thanks for your support! That this game is happening at all is nothing short of a miracle. Being able to bet on open source, on people and talent and having incredible folks from all over the world come to our aid has been inspiring.

Until next time,

Captain Honora out.

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