Voxel Turf

Voxel Turf

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^3Tinkles 24 May, 2018 @ 8:56pm
General stuff
I have quite a few I've talked with my friends while playing, but just now started to write them down *shrug*. So I thought I'd list em as I get the ideas.

For silos I think when you mouse over them it should show a grid around them of how much needs to be 'filled' with grain to get the most out of it, and it should also show how much filling, say 5/9 tiles nearby would grant. Many times I've filled the entire area 6+ tiles around the silo and got a measily 11/24 yet another time I got 24/24 instantly - when the grain was 9+ tiles away and nowhere nearby.

Reputation uses in mid/late game. Allow us to 'upgrade' already placed/owned buildings, increase their amount of population that they can hold (apartments/offices) or how much money they earn. This could also potientally change the outside look so they look a bit different.

Allow us to destroy bandit bases - nuff said.

Excavators - give us a vehicle or weapon or utility to dig underground faster for underground tunnels and such. That would be neat.

More ways of transportation, like trains, and a railway system for trains. Ones for industry (freight etc) and others for transportation (monorail etc).

More diverse cars, in the sense of maybe a faster 'super' car of some sort, maps can be big! I want to get to my destination faster! Perhaps planes or faster helicopters too?

Since we have a space program, would it be possible for a teleportation *insert name here* program to allow is to teleport between certain areas for even faster travel? Of course, allow this to be disabled in some PvP servers as it wouldn't likely be fair or fun to play against.

If we buy a vehicle, like a car etc, allow it to be a respawnable vehicle (even if destroyed) so that we have one, allow us to have a thing we place where the car can spawn at our base, and we can cycle through all the ones we own? Kind of pointless to be able to buy one, and yet not have it forever. Also possibly add GTA-style mechanic when you own a mechanic shop, so you can have a vehicle, put a cost on it to balance I suppose.


Will add more as I think of em, really enjoying the game so far! :SBchicken::2016snocone:
Last edited by ^3Tinkles; 24 May, 2018 @ 8:58pm
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Showing 1-6 of 6 comments
^3Tinkles 27 May, 2018 @ 9:42am 
HP Boost - add a passive health regen outside of combat, the HP pool is nice but only if you have more than 150+ health (otherwise it's just better to dump the points into HP directly rather than waste a perk slot).

^3Tinkles 27 May, 2018 @ 10:50am 
When you get a mission to steal or rob something from a building you own, you should be able just to go in the back grab the 'item' (like the bandit diary mission) and leave with no cops/alarms etc. Since you technically own the place. If you don't legally own it yet, then have it cost a certain amount of rep (maybe .5 or 1.0) A Quality of Life change if nothing else.

SnapperTheTwig  [developer] 29 May, 2018 @ 8:22pm 
Re: Silos radius, I agree that there should be a radius drawing thingy
Re: Reputation upgrade - this could be a cool mechanic, but it would be a fair bit of work. It would mean making multiple versions of buildings, etc. And spending rep to sardine-ify buildings is weird.
Re: Trains. Trains are scheduled for the next "major patch" after the upcoming one. This will take a lot of work (have to make a rail system, make bogies stick to rails, bogies to trains, railcars to each other, models, textures, trains and a microbuidling (in the world) macrobuilding (on the map) systems + stations. It has been suggested on discord that I make train stations fast travel
Re: Cars - there is already a "speedy car". You can steal one by taking the "Red Faced Hot Rod" mission
Re: Passive healing. When the game was in dev I had auto-healing by default. Even very small amounts of passive healing removed the strategic utility of bases and healing items.


^3Tinkles 29 May, 2018 @ 8:52pm 
Originally posted by SnapperTheTwig:
Re: Silos radius, I agree that there should be a radius drawing thingy
Re: Reputation upgrade - this could be a cool mechanic, but it would be a fair bit of work. It would mean making multiple versions of buildings, etc. And spending rep to sardine-ify buildings is weird.
Re: Trains. Trains are scheduled for the next "major patch" after the upcoming one. This will take a lot of work (have to make a rail system, make bogies stick to rails, bogies to trains, railcars to each other, models, textures, trains and a microbuidling (in the world) macrobuilding (on the map) systems + stations. It has been suggested on discord that I make train stations fast travel
Re: Cars - there is already a "speedy car". You can steal one by taking the "Red Faced Hot Rod" mission
Re: Passive healing. When the game was in dev I had auto-healing by default. Even very small amounts of passive healing removed the strategic utility of bases and healing items.


Yeah I can understand regen being a bad thing to a degree, makes sense at least now that you explain it that way.

Perhaps with the reputation upgrade it could keep the same look of the building, but increase the payout or amount of workers/residents in it? So an apartment could go from 108 to 150 or 216 (as an example).
SnapperTheTwig  [developer] 7 Jun, 2018 @ 5:55pm 
Just a heads up:
- NEAR RADIUS things (such as the Grain Silo, Sawmill and the Oil Rig from Nikolai's lotpack) will have their radius displayed once constructed in the next patch.
- Commercial buildings (shops) will have their customer catchment range also displayed in the next patch.
^3Tinkles 7 Jun, 2018 @ 7:30pm 
Very good to hear, really excited to see future development for Voxel Turf.
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