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Containcorp News

v0.1.18

Patches
[p]> Fixed issue with containment goal on contracts[/p][p]> Removed containment requirement from first grant[/p][p][/p]
Dev Notes
[p]Very small changes. The first grant was completely broken due to a bug softlocking the game. Oops.

One notable change is removing containment goals from the first grant entirely. I figured since there is no "beginner" anomaly anymore (they are all a hassle), it's best to give players a chance to develop the site and such before containing anything.[/p][p][/p]
Whats Next
[p]I'll be working on overhauling the research screen for the next patch. Also, there are some random UI bugs and saving bugs I gotta address, but I can't for my life recreate them :(. I'll keep cracking at it though![/p]

Changes Coming to Research

What's up?
[p]I have decided to use my brain for once and address a problem that has plagued the game for a while. Communication. Specifically, the communication of one of the core pillars of the game Research. There are three core pillars: Containment, Research and Profiteering. And a lot of the changes to the game have been an effort to more effectively communicate those pillars to players.[/p][p][/p][p]The research screen just did a terrible job at providing an easy-to-use to use and understandable interface. I'll leave all the reasons as to why below, but first, let's see a comparison of the new design vs the old.[/p][p][/p]
Redesign
[h2]NEW[/h2][h3]Mockup of New Research UI[/h3][p]
Above is a mockup of what the new research screen is going to look like. I'll post what the current one looks like below:[/p][h2]OLD[/h2][h3]In-game screenshot of the current research tree[/h3][p][/p]
So why is it changing?
[p]So the problem, as I said earlier, was the fact that it didn't communicate the pillar of research well. What do I mean by that? I'll list all the problems in the following bullet points.[/p][p][/p]
[p]What Sucked[/p]
[p]How I'm fixing that[/p]
[p]The research screen was hard to navigate due to really janky controls (since it was 3D for god knows why)[/p]
[p]The screen will become 2D, with a very intuitive and simple horizontal scroll bar, with early research on the left and later research on the right. Like literally every other video game.[/p]
[p]It was hard to click on research nodes, and you couldn't tell much info about them until you clicked on them, making for a frustrating experience[/p]
[p]Research nodes will take up more presence on the research screen and will display more readily available information[/p]
[p]Every anomaly's research was contained on the research screen in one giant research tree, which made the tree overly complex (and not scalable for the future AT ALL)[/p]
[p]Every anomaly will have its own separate research tree, which keeps things neat and segmented. (God knows why I thought it was a good idea to make it all on the same tree)[/p]
[p]Most of the tree was hidden, with future research slowly revealed through "research proposals". However, this feature isn't very clear, as the nodes were completely invisible, leading to the impression that no research existed at all[/p]
[p]Research nodes will always be visible; some will just be greyed out, or blacked out if they haven't been proposed. This still keeps the feature alive and that sense of scientific discovery, but makes it clear that there is actual content there![/p]
[p][/p][p]That sums up a lot of the issues with the research tree and why it needs to change.[/p][p][/p]
Where did this all come from?
[h3]Research Tree from Civilisation V[/h3][p][/p][p]Playtests revealed the jankiness of the research tree, and I thought it was a control issue. But really, it was fundamental. Sunken cost fallacy kept me from changing it because I really liked the whole 3D thin,g cos it felt "unique". But something being unique doesn't mean it works.[/p][p][/p][p]After getting obsessed with Civilisation V, I was inspired by their gorgeous design of their research tree and felt prompted to make the change.[/p][p][/p][p]But I was already looking for a solution to another problem, the fact that anomalies needed separate trees because a single tree wouldn't work for 100 anomalies with 10-20 research nodes (would be a spaghetti mess of a research tree)[/p][p][/p]
Fun Ideas
[p]I just wanted to end on the fun ideas we landed upon. I brainstormed with another team member, and we came up with some interesting ideas regarding the future of research in Containcorp.[/p][p][/p][h2]Special Research Projects[/h2][p]One that stuck was the idea of "Special Research Projects", which would be projects that appear at the end of the research tree for anomalies. These projects would unlock some defining and permanent change to the way you interact with the anomaly, which would signify your completion. We are running with the idea that research sort of "refines" anomalies, akin to how files are refined in Severance (TV show), and that refining an anomaly completely is the process of researching it 100%. We might not stick with the whole "refining" inspiration, but definitely with the idea of endgame research.[/p][p]We had some good ideas with the new anomaly being added to the game, the miniaturised sun. Here's what the special research projects for that anomaly could look like:[/p][p][/p]
[p]Projects[/p]
[p]Duplicate the anomaly into an artificial one, which is "safer" to exploit energy from.[/p]
[p]Permanently terminate the anomaly by turning it into a black hole, or some other form (to eliminate it/make it dormant/inactive/safe)[/p]
[p]Build a miniaturised Dyson sphere around the anomaly to capture its energy better.[/p]
[p][/p][p]Those are just some examples. But you can see there are a lot of interesting things we could do.[/p][h2]Infinite Research[/h2][p]Another idea, one I had, was that anomalies can have a separate section of their research tree dedicated to infinite research. These would be research nodes not connected to the tree, that you could research forever to make the anomaly easier to contain, or maybe deal more damage against the anomaly, or improve the anomaly's industrial output. You get the point.[/p][p][/p][p]This would allow for anomalies to always have something to research, even if you complete the research tree.[/p][p][/p][p][/p][p]This was loosely inspired by the Continuous Focuses in HOI$, which I always appreciated when playing the game![/p][p][/p]
Case Closed
[p]When writing this, I didn't expect it to become a whole blog post, but there ya go. I suppose I should post more of these, writing blog posts on Steam seems so much easier than on our own separate website![/p][p]The updates to the research tree will be coming to the game over the next few days. A bit of life stuff interrupted my work, but I am back on track. Well, I'm still sort of interrupted this week, but I'll work with what I can.[/p]

Version 0.1.16 - New Anomaly! The Sun made small.

Introducing S-0001
[p]I've started work on a new anomaly. A miniaturised sun that eats things and creates unlimited energy. I'll be releasing the content for the anomaly in multiple patches, and some changes are going to come to the research screen, which needs to be redone to make it more streamlined and less janky.[/p][p][/p][p][/p][p]It's a pretty fun anomaly to play around with and extract energy from.[/p][p][/p][p][/p][p]This was the most optimal setup I could create.[/p][p][/p][p]This anomaly introduced a lot of new interesting mechanics regarding radiation, which will be used a lot going forward for other anomalies that may emit harmful radiation. Right now, radiation doesn't have any serious harmful effects on Nuggets, but I'm definitely going to add radiation sickness and other such horrors.[/p][p][/p][p][/p][p][/p][p]With the new "View Radiation" lense, you can get a visualisation of the deadly radiation emitted from S-001.

And that reminds me. I restarted the numbering (which was completely random before) to 1. So every anomaly will recieve a successive number to reflect the order in which it was added to the game. Awesome![/p][p][/p][p]Welp. That's all I have to say. More content surrounding this anomaly will be coming next week. I am taking a break this weekend due to life stuff, but hopefully I can get back and finish this anomaly before the end of next week.[/p][p][/p][p]Ciao.[/p][p][/p]
Patches
[p]> Added S-0001 "Miniaturized Sun" anomaly[/p][p]> Added gravity attraction system[/p][p]> Added radiation system[/p][p]> Reduced size and spacing of save file UI[/p][p]> Fixed saving error with null rooment[/p][p]> Fire now radiates heat[/p][p]> Solar panels now generate power from visual spectrum radiation emissions[/p][p]> fixed translation key length issue[/p][p][/p]

v0.1.15

[p]> Fixed janitor cleaning job[/p]

v0.1.14

[p]> Added "Sub Anomalies" section to database[/p][p]> Fixed "Save For Later" button putting grants in the wrong dropdown section[/p][p]> Fixed unavailable grants from being selectable and being able to be accepted[/p][p]> Changed behaviour of S-0010 "Gate to Hell". Gate now absorbs power from its surroundings and automatically turns on at night if sufficient power is absorbed, turning off during the day. Gate can still be powered manually.[/p][p]> Containment regions no longer need to be indoors[/p][p]> Subanomaly instances leaving containment cell now cause a breach[/p][p]> Issues are visible in top left corner of game UI[/p][p]> Removed duplicate title from contract display box in contract menu[/p][p]> Added "subobject" and "exports" sections to anomaly database entry page[/p][p]> Le Fishe now lays eggs[/p][p]> Eggs hatch into "fishlings"[/p][p]> Fishlings magnify le Fishe's negative effect[/p][p]> Issue Jumptos can now run arbitrary logic[/p][p]> Added event for when S-0010 turns on.[/p][p]> Fixed bug where fallback context on contextual menu was overriding all contextual options[/p][p]> Fishlings killed if outside of containment cell. [/p][p]> Anomalies can collide with each other[/p][p]> Changed first contract containment goal to accept any anomaly[/p][p]> Time and date now visible on construct menu[/p][p]> Fixed bug with incorrect anomaly coliision calculations[/p][p]> Containment Class now visible on contracts[/p][p]> Added difficulty rating to anomaly contracts[/p][p]> Extinguishing fires now reduces heat level as well as fuel level[/p][p]> Added gas state and liquid state to fluids[/p][p]> S-33 propulsive brick now boils fluid[/p][p]> Gases now move through pipes[/p][p]> S-33 becomes docile when exposed to fluid[/p][p]> Added new "Gas Inlet" object that moves gases into pipes[/p][p]> Improved pipe outlet math, conservation of mass is respected[/p][p]> Removed lost shipment event[/p][p]> Added new "Steam Generator" object[/p][p]> Added new "Export Substation" object[/p][p]> Improving visual sorting for fluids[/p]