Rebots - March Update

Rebots

Rebots is a first-person automation game with an expansive universe to explore. Using intelligent(ish) rebots, you can gather resources, terraform planets, and scan all of the things. Traverse the galaxy in the name of space capitalism!

About a month ago we took part in the Winter Steam Games Festival and we got a lot of awesome feedback and we have been busy little workers working on some cool new stuff. We are very happy to share an update. Let’s jump into what’s new, improved and fixed in the update. [b]Note: only available on the “rebotsplaytime” beta branch right now![/b] [h1]New Features[/h1] [h2]Storage Haulers[/h2] Storage Haulers is a feature that was a long time coming into Rebots. Haulers are meant to store different kinds of resources - merryberries, mintnuts, etc - and they can be used to transport these resources around the galaxy. This means that storage haulers open up a bunch of new possibilities in Rebots - complete jobs by transporting the necessary resources from one asteroid to another, buy/sell resources in the spaceport and more. [img]{STEAM_CLAN_IMAGE}/37967128/4fbc786f9ca21a6bce7521a3dfc084dbd1929b03.png[/img] [list] [*] Added a prototype hauler model [*] Added a system for managing how many haulers a player has [*] Implemented hauler persistence across different planets and jobs [*] Added the hauler shop and animations to the shopkeeper and the imp turning the crank [*] Implemented tow strength functionality that can be upgraded for the player’s ship in the ship upgrades shop to unlock more haulers down the line [*] Implemented save integration of haulers and their content [*] Created a tutorial introducing the hauler [*] Players can now buy and sell resources in shops if they have a hauler to deposit/withdraw resources from [/list] [h2]Codex & Multiple Clients[/h2] The other large feature in this update is the codex - an information repository that we have plans to use a lot in the future for Rebots. In this first iteration, we have implemented the possibility of getting jobs from multiple clients (2 for now) and these jobs can be seen in the codex (press Tab after getting your first 2 jobs to open it). You can also set which jobs are active on the fly - in the spaceport or on the asteroids. We have further plans for what the codex can be used for down the line, but we’ll talk about those in another update. [img]{STEAM_CLAN_IMAGE}/37967128/945663c3c1a0d8edc162cd290c07b98600c1f8b6.png[/img] [list] [*] Added the codex (Tab) and adjusted the job generation algorithms to support multiple clients at the same time [*] Created a tutorial introducing the codex and how to manage jobs with multiple clients [*] Implemented UI to support branching dialogues [*] Implemented a system for managing who the player is talking to in a dialogue and show that in the UI [*] Players can now accept and refuse jobs when talking to potential clients [*] Set default and consistent font size for text in dialogues [*] Disabled "click to continue" prompt when player has options in a branching dialogue [/list] [h1]Improvements & Fixes[/h1] [list] [*] Improved the asteroid generation algorithms to solve various issues with terrain generation, elevation, spawning of entities and more [*] Improved the job generation algorithms to make haulers necessary and to create more varied asteroids by using new models (various flowers) and a new resource (orango) [*] Adjusted the economy in the game with haulers and resource trading in mind [*] Workers will now dance when a mission is completed [*] Workers and supervisors will bop their head to the beat of the music when all connections are setup [*] Adjusted the text in the shops to fit better into the UI [*] When leaving a shop, keep the camera locked until the transition is back to the player position [*] Adjusted where multiple clients are spawning for jobs [*] Added versioning to save files to keep track of changes [*] Fixed a bug where UI selection can jump to off-screen UI elements in shops [*] Fixed a bug where connection could be deleted between pickup and putdown by right clicking on them in tutorial level 2 [*] Fixed various bugs with highlights for objectives and interactables [*] Fixed a bug where woolyphants could spawn in the ship [*] Fixed a bug where the transaction UI shows an extra 0 artifact in the top of the screen [*] Fixed a bug where asteroid selection loses inhabitant data when fully quitting the game [*] Fixed a bug where clicking a lot on buy/sell/switch buttons and switching between different buyables in the shops increases the UI’s size [*] Fixed a bug where the player should only get 10k glibs at the end of the 2nd tutorial mission [*] Fixed a bug where shop transactions wouldn’t be displayed/act on the shop UI purse [*] Fixed a bug where the objective list would not be properly ordered [*] Other misc. Fixes [/list] [b]DISCLAIMER: There are ways to break the game in the update due to the economy and the player being allowed to make poor financial decisions. We have tried to account for most of these situations but it is still possible to end up in a situation in which you cannot progress. We will be able to avoid this by implementing features for the next update. Please do report these situations if you come across them - we’d love to hear about it.[/b] If you'd like to give it a try let us know here on the Steam Forum or on our [url=https://discord.gg/ZVVZQyB]Discord Server[/url]. Rebots Devs / @FlatPonies