Let's Play Sol 0 EP 4 - HEAVY MINING - Mars Colonisation Gameplay
Welcome to my Sol 0 let’s play series in which you will have a chance to watch gameplay of this indie game while enjoying watching me struggle against harsh Martian conditions to build the greatest space colony world had seen yet!
Watch Sol 0 in the plalist: http://bit.ly/Sol_0_Gameplay
You can buy this Mars Colonisation game here: http://solzerogame.com/
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Can you survive on Mars? Sol 0 is a Mars colonization real time strategy game where you develop the first Martian colony. Sol 0 imagines the near future, with technology that could be available in the next decade (with a few exceptions). Make use of the minerals and resources on the Martian surface to grow from the first rover to a self-sustaining colony that can survive independently from Earth.
Features:
Explore the Martian environment and search for methane emissions, subsurface water, and mineral deposits.
Plan for dust storms and meteorite impacts that could cripple an unprepared colony.
Manage power, food, water, and oxygen, while prioritizing the supplies you bring to your colony to ensure its survival.
Cross-breed bacterial strains obtained from Earth's extreme environments to increase food production on the Martian surface.
Ice caps, lava plains, and arid equatorial regions each offer distinct challenges to success, and randomly generated maps provide extended playability.
Tips for Reviewers and Let's Players
Play the short tutorial! Your first colony may not succeed. Bring enough food and water - one astronaut requires 240 kg of food and 120 liters of water to survive between launches. If food or water runs out, everyone will die. If there is not enough power, buildings will break. As in real life, the first mission may need to be an unmanned launch to bring supplies and search for resources.
Here is some information about upcoming full release:
Hello everyone, I figured it was time to post an update on the progress towards a Steam release. Development is continuing to progress well, and I'm feeling good about the status of the game. First off, here's a nice screenshot of a colony I made during testing a few days ago:
https://pbs.twimg.com/media/CNhwfpPUwAEFZ02.png:large
Recent progress
One of the reasons I haven't been able to announce a solid release date was because I was unsure how difficult it would be to implement some of the remaining features. One of these features was integrating the Steam Workshop into the game, and the good news is that this is now complete and was easier than expected (thanks to Steam for offering fairly clear documentation).
Sol 0 will interact with the workshop primarily in the following ways:
From the main menu of the game you'll be able to pull up the workshop page using the Steam overlay and browse/subscribe to custom maps. The maps will download immediately and after a few seconds of installing be playable.
From the Sol 0 Map Editor, you'll be able to pull up the workshop page again through the Steam overlay and browse/subscribe to textures and brushes for use in the Map editor. You'll also be able to upload your own maps, brushes, and textures to the Workshop.
Roadmap to release:
I'm still a bit hesitant to give a certain release date. Because I'm a one-person team, and this is my first Steam title, there could be some hurdles I'm unaware of that will come up. However, there are a few things that are indicative of a near-term release:
The game is feature-complete for the 1.0 release (I'm of course not ruling out updating after releasing).
I'm happy with the current graphics, sound, and general level of polish.
The game is well optimized and performs well on average/slightly below average machines (like mine...).
The only significant things left on my to-do list are below in the order I'm going to tackle them:
Improve the tutorial level and add an in-game help menu. The game is fairly straightforward once you play for a few minutes, but I want a help screen to prevent frustration when trying to figure out how a certain building works or what a certain type of research accomplishes.
Make sure AI/pathfinding is as good as possible. Units are a bit more clumsy than I like, and I want to clean up as many edge cases as possible.
After the two points above are addressed, spend two or three weeks testing to make sure everything is up and running correctly.
So while I'm not giving a definite date yet, there are really only two programming tasks left to complete, and a testing period! Sol 0 will be coming to Steam soon, and the end (at least from my perspective) is in sight.
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