Farlight Explorers cover
Farlight Explorers screenshot
Genre: Simulator, Strategy, Indie

Farlight Explorers

Updates and Fixes #29: New Objects

Updates and Fixes #29: New Objects:





I added to the game walls, windows and other objects in order to let the player customize their bases or spaceship. I added some corridors without walls and ceiling where the colonists can walk, so the player can add this corridors to their constructions and give some life to the factories, because the colonists could walk around the different machines like a factory with workers.



In the pictures, using the new objects, I created somekind of train station, with two trains, where the colonists walk inside the station giving life to the train station. One train goes to the colony where I created other train stationn and the second train goes to the factories and mines. This new structures that I created customize a little my base.





I think adding the gameplay of the colonist that walk over corridors, it is possible to create some nice bases, I mean, it is not an empty base anymore, you can add to the base different colonists and create somekind of different environment.

What Next:



Meanwhile I will continue fixing bugs and polishing the game, there is a lot of polishing and fixing work.

List of new content:




  • Added Floor 2.
  • Added Roof 2.
  • Added Wall 2.
  • Added Window.
  • Added Window 2.
  • Added Window 3.
  • Added Wall 3.
  • Added Wall 4.
  • Added Wall 4 Mirror.
  • Added Wall 5.
  • Added Wall 6.
  • Added Wall 6 Mirror.
  • Added Entry Hollow.
  • Added Entry Hollow 2.
  • Added Ceiling Light.
  • Added Decoration 1.
  • Added Decoration 2.
  • Added Decoration 3.
  • Added Decoration Oxygen Tank.
  • Added Decoration Computer.
  • Added Decoration Bed.
  • Added Decoration Table.
  • Added Decoration Chair.
  • Added Indoor Tree 1.
  • Added Indoor Tree 2.
  • Added Indoor Tree 3.
  • Added Indoor Tree 4.
  • Added Indoor Tree 5.
  • Added Indoor Tree 6.
  • Added Indoor Tree 7.
  • Added Double Inclined Cube.
  • Added Small Double Inclined Cube.
  • Added Inclined Cube.
  • Added Small Inclined Cube.
  • Added Cube.
  • Added Curved Wall-2.
  • Added Curved Wall-3.
  • Added Esferic Wall.
  • Added Stairs UP Colonists.
  • Added Stairs Down Colonists.
  • Added Banister.
  • Added Corridor Colonists.
  • Added Short Corridor Colonists.
  • Added Curved Wall-4.
  • Added Wall with Hole.
  • Improved deploy of walls on floors.


Thank you for your support and patience.




Updates and Fixes #28: Research Tree

Updates and Fixes #28: Research Tree:



In this new update, I added to the game the Research Tree.



In the Research Tree, the player can unlock new improvements for different machines, extractors, furnaces, factories...

I reordered the way to beat the game, first the player has to build the singularity gate to unlock the colony buildings, the trade and the cure research, next the player has to finish the research of the cure to unlock the battles, and then fininish all the battles to finish the game.

I added new machines and new products in order to generate Tech and Bio points.



What Next:



I will focus to fix bugs and polish the game. Also I would like to find a way to make the game more friendly for new players.

List of new content:




  • Fixed problem with key binding.
  • Fixed problem with the factories where the info is not shown.
  • Added Research Menu.
  • Added Iron Bar.
  • Added Copper Spring.
  • Added Electromagnet.
  • Added AdvElectricCell.
  • Added Biogel.
  • Added Electronical Parts Press.
  • Added Electromagnet Factory.
  • Added Adv Electric Cell Factory.
  • Added BioGel Factory.
  • Added Tech Points Factory.
  • Added Bio Points Factory.
  • Decreased number of objects at the same time to 100 from 200 in order to decrease the lag.
  • Updated Text when the players finish the Singularity Gate.
  • Decreased cost of sniper from 400 to 300.
  • Decreased cost of grenade launcher from 800 to 400.
  • Added text and images when the player finishes the Last Battle.
  • Added text and images when the player finishes the cure.


Thank you for your support and patience.



Updates and Fixes #27: Ground Battles

Updates and Fixes #27: Ground Battles



In this new update I added to the game the ground battles. The Ground battles are like mini games, where the player has to deploy some troops in base of the Military Points that has gathered in order to win the battle.



The goal of the campaigns of the ground battles is to show how the Galaxy is evolving with the new colonists, I mean, the galaxy is growing thanks of the Singularity Gate and with new colonies new problems will occur and the player has to solve it



In the future I will try to create a link between the diplomacy screen and the military campaigns, so the player will understand well how the things are happening.

The Military Campaign screen is like this.



There is a story description and you can select the campaign in the buttons on the left. Each battle has a Launch Cost and a Reward if you win the battle.

To initiate a battle you have to pay a Launch Cost.

Once in the battle, you have to select and deploy your troops in base of the points that you have.



There are 4 types of troops, with different prices, short range, long range, explosive... Once the battle begins the player can only see how the troops are fighting and wait for the end.







What Next:



I will focus on the Tech tree, I will create new techs and design the modifications.

List of new content:




  • Added environment sound of Laboratory.
  • Added environment sound of Bio Laboratory.
  • Added environment sound of Diplomatic Room.
  • Added environment sound of Military Room.
  • Added environment sound of Electrical Room.
  • Added environment sound of Oxygen Room.
  • Increased number of objects at the same time from 100 to 200.
  • Increased damage of the turret.
  • Increased range of the turret.
  • Decreased damage of the slime.
  • Added Sounds to the Slime.
  • Added Sound when the Slime fire Acid.
  • Added Corrosive Sound when the Acid hits Player.
  • Fixed problem in turrets that can't destroy the Slimes.
  • Added Fire Sound to the Turret when it fires.
  • Added Military Campaigns window screen.
  • Added 3 Military Campaigns with 5 battles each one.
  • Added 15 Battle maps.
  • Added 4 types of Soldier: Rifle, ShotGun, Sniper, Grenade Launcher.
  • Added Sound when a new piece is created.
  • ncreased Fuel Generation from 50 L/s to 100 L/s in the Fuel Factory.


Thank you for your support and patience.

Updates and Fixes #26: The Colony

Updates and Fixes #26: The Colony



In this new update I added to the game, The Colony.



The colony is a whole new feature with a different gameplay. For me it is like a game inside a game. it is always risky to create new gameplays inside a game, because gamers could not like it, so this part of the game is more like optional, you can play it or not, it is not neccessary to have a colony to beat the basic game, however my idea is to add more final goals related to the colony.



The idea behind the colony is simple. Trying to manage a little number of workers with different roles, who will give you different points that you will have to use in order to progress in some aspects of the game.



Each worker has to work in their specific building and they have their needs, for now are only, food, rest, and happiness.



In order to achieve that, the player has to guide the colonist, using the different corridors and bifurcations like you guide a mineral or product using conveyors.



I designed the colony to use it in an easy way, I mean, to generate power or oxygen you only have to add more buildings related to it and a number of repairmen to maintain them. The colonists can't die (you can dismiss them) if they don't have enough food or other need they will only walk and they won't work. I could add death, however I prefer to do it simple and see if people like it.

Right now it is not possible to use the different points that the colonists generate in the colony, in the future it will be possible.

What Next:



I will focus on adding the features related to the different points that the player can gather with the colony.

List of new content:



  • Added Colony SpacePort.
  • Added Colony SpacePort Advanced.
  • Added Workers/RepairMen Dinning Room.
  • Added Workers/RepairMen BedRoom.
  • Added Working Room.
  • Added Relaxing Room.
  • Added Corridor.
  • Added L Corridor Left.
  • Added L Corridor Right.
  • Added Trade OutPost.
  • Added Choice Corridor (Food) Left.
  • Added Choice Corridor (Bed) Left.
  • Added Choice Corridor (Relax) Left.
  • Added Choice Corridor (Work) Left.
  • Added Choice Corridor (Food) Right.
  • Added Choice Corridor (Bed) Right.
  • Added Choice Corridor (Relax) Right.
  • Added Choice Corridor (Work) Right.
  • Added Corridor 3 Entries.
  • Added Corridor UP.
  • Added Corridor DOWN.
  • Added Short Corridor.
  • Added Corridor UP Double.
  • Added Corridor DOWN Double.
  • Added Choice Corridor (Maintenance) Left.
  • Added Choice Corridor (Maintenance) Right.
  • Added Choice Corridor (Worker) Left.
  • Added Choice Corridor (Worker) Right.
  • Added Choice Corridor (Researcher) Left.
  • Added Choice Corridor (Researcher) Right.
  • Added Choice Corridor (Biologist) Left.
  • Added Choice Corridor (Biologist) Right.
  • Added Choice Corridor (Military) Left.
  • Added Choice Corridor (Military) Right.
  • Added Choice Corridor (Diplomat) Left.
  • Added Choice Corridor (Diplomat) Right.
  • Added Electrical Room.
  • Added Oxygen Room.
  • Added Laboratory.
  • Added Biological Laboratory.
  • Added Researchers Bedroom.
  • Added Researchers Dinning Room.
  • Added Corridor 3 Entries Short.
  • Added Military Management.
  • Added Diplomatic Management.
  • Added Military/Diplomatic Bedroom.
  • Added Military/Diplomatic Dinning Room.


Thank you for your support and patience.

Updates and Fixes #25: Trade OutPost and Future Colony

Updates and Fixes #25: Trade OutPost and Future Colony



In this new update, I added a new feature that I think is important for the game and can give a lot of future possibilities. Trade.



Currency:



I added the currency to the game in order to achieve the trade. In the inventory menu the player can see the amount of money who has.

Trade OutPost:



Two new buildings are available, one is the Trade OutPost, where the player can buy or sell objects in the chests, and the other is the Trade OutPost Liquids, where buy or sell different liquids.

Both buildings can be upgraded using the currency to get new chest or tanks with new objects or liquids.



Robotic Arm SMART Trade:



Also a new Robotic Arm SMART Trade has been added. The idea is that the Robotic Arm can buy automatically to the Trade OutPost, creating automatic production lines, the player can buy some supplies like ore and sell the final product like ingots or plates or gears for a profit.

List of new content:




  • Fixed Problem with collision of the Long Transport Conduit.
  • Improved collision with the Transport Conduit.
  • Added 3d Model of Oxygen Bottle.
  • Added Trade OutPost.
  • Added Trade OutPost Liquids
  • Added Robotic Arm SMART Trade.


What Next:



The Colony:



I'm working in the second part of the trade and research feature. The Colony.





When I was thinking about the research feature, I thought instead of add a new line of research machines why no create some kind of little colony where some researchers investigate the new tech.

With this idea the player can bring more life to the bases and planets. So in overall there will be a zone with machines like an industrial zone and other zone with the colonist places like a little town.

And after thinking a way to do it simple I thought that using the same idea of the conveyors belts, the colonists could walk for a corridor that are indicated by an arrow and enter in different buildings in order to satisfy their needs like food, sleep and happiness, so the player has to design the colony in a efficient way so the colonist can work, research and also live. There are bifurcations depending on the need so it is possible to reduce the paths or create a new ones.





In the game you can toggle the walls of the colony in order to have a better view of the colonists.



It is necessary to hire each colonist so the idea of earn money in the trade outpost is connected directly to the colony and the research tree.

I hope to release the colony soon, so the community can test it. If the community like the idea I can create more buildings or different needs for the colonist and increase the colony or add events.

Here you can see some colonists working in the Trade OutPost generating some extra income for the player.



It is important to say that there will not be micromanagement of the colonists, I mean it is not possible to give them specifics orders, they will try to survive in the colony that the player designed for them.

The Bed:



I tried the bed idea, increasing the game speed to reach the day, but it drops a lot the FPS and also appear new problems because there a lot of process that occurs at the same time quickly so sometimes it could crash the game. So I could add the bed idea but everything will be frozen until the players wake up. The idea is adding a personal or overseer building with a bedroom, so the player can add the buidling to the colony. There is a bedroom building with 4 beds however is for the colonists.

The Idea:



I think with this new two features the trade outpost and the colony the game will add a lot of more hours of gameplay.

Because now it is not only manage a factory to get resources, now will be manage a factory to get resources and also to sell/buy goods and at the same time manage the colony in order to earn money and research new techs.

If the game grows well and the community like the new features I'm thinking to add more final goals, like has an amount of credits, has a colony with a number of colonists and an average happiness of 75%, and also create different types of colonist like worker, researcher and biologist and the biologist has to find a cure of a plague like I talked time ago, so other goal could be send a cure to the earth using the singularity gate.

I think with the new features there is a new world of possibility, like create a passenger trains, or transport the colonists to other planets with the spaceship, or maybe create a little army in order to attack other planets and get resources.

Thank you for your support and patience.

Updates and Fixes #24

Updates and Fixes #24: Autosave, More Inventory Improvements and New Big SpotLight.



In this new Update I fixed, added and improved a lot of things that the community asked. Most of the new things are related to the inventory.

Autosave



Finally the Autosave is active and working well. The game will save the game each 5 minutes.

Day/Night Cycle



I improved the transition between night and day, the transition now is not harder than before. I also added a Big spotlight that will light a big area, so working during the night will be easier than before.

Bed



I'm thinking to add a bed to the game, the idea is that the player uses the bed and avoids the night. Meanwhile the player uses the bed all the machines will be stop. I will wait until the feedback of the community about this idea.

There are more things new, I will list below.

List of new content:




  • Modified Pitch of some SFXs, Laser Loop SFX, Alarms Loop SFX.
  • Fixed problem with the Escape key button and the inventory.
  • Fixed problem with the "I" key button and the inventory.
  • Improved time of opening inventory.
  • Improved Day/Night Cycle Transition.
  • Added Autosave.
  • Added Big SpotLight.
  • Added button inside inventory to get all from chests and machines.
  • Now Crafted items will go to the Quick Inventory first.
  • Now Deleted items will go to the Quick Inventory first.
  • Added Shift-click feature to move objects quickly between inventory and machines/chests.
  • Added new window with info of resources gathered by the player during mining.
  • Added Info when you can't delete an object because your inventory is full.
  • Added 3d model of the Food Crate.
  • Fixed issue in the Ore Extractor when the player puts an object in the output slot and the Extractor change the object.


What Next:



I would like to start to design how the Research will work and the machines that the player will need. Also I would like to review all the things that are not working well and fix it as soon as possible.

Thank you for your support and patience.

Updates and Fixes #23

Updates and Fixes #23: Inventory Improvement, New GameModes and Trees





Hi, In this new update, I focused on improve and fix bugs of the Inventory and add some new content like the trees and the first enemy, the slime.

First of all, I would like to thank you to the players for your patience and support, your feedback is important and it helps me a lot to improve the game. As you know the game needs a lot of fixing and improvement and I hope to do it as soon as possible.

The Trees, I added some trees to the game, I personally like how it changes the vibe of the different maps, it adds more life to the game. I added nine new models, with three colors, red, yellow and blue. Each tree will live in different planets. I read your opinions about the wood, and I think I'm only use the wood to transform it to coal and maybe to lubricant. However I think in the future each tree could give a colour essence, with this essence the player can craft differents recipes and the idea is use it for the research tree.

In fact I'm thinking to add also some building like a greenhouse like the food generator, with differents trees, so the player can automatize the extract of each essence.





First Enemy



I also added the first enemy in the game, it is a very simple enemy and I would like to test it with the players, I don't know if players will like a game with enemies or how it will affect the gameplay so I started with a simple enemy.

The enemy is a Slime, it pursuits the player and it spits acid and has a melee attack. The turrets can attack it and the player too.



When a enemy dies, it left a loot for a short time, for now it is random the objects that will appear, so the player can take objects killing enemies.

If the players community like the idea I could design some cave maps with the objective of kill enemies an get loot. I could add more enemies, slimes bigger with different colours or other enemies. Maybe in the future add some kind of quest. Or maybe create an enemy horde attack during some nights.

New GameModes



Other thing that I added in this update is the different game modes. I read in some reviews that the beginning of the game is hard, so I think that adding some game modes, the player can try the game in a more relaxing way, or maybe play the game as a builder without survival or only survival. This modes will be selected when the player start a new game. I'm going to explain the differents modes.

Peaceful Mode: In this mode, the player doesn't need materials in order to build any building or machine. The player doesn't need any survival resource (food, oxygen...). Enemies will not appear in the game.

Survival Mode: In this mode, the player doesn't need materials in order to build any building or machine. The player should gather resources in order to survive. Enemies will appear in the game.

Builder Mode: In this mode, the player needs materials in order to build any building or machine. The player doesn't need any survival resource (food, oxygen...). Enemies will not appear in the game.

Classic Mode: In this mode, the player needs materials in order to build any building or machine. The player should gather resources in order to survive. Enemies will appear in the game. Not Recommended for beginners.

Inventory



Improvements and fixes in the inventory. I made a lot of improvements in the inventory. Now if the inventory is full the player couldn't build or destroy or get anything from the ground.

I included a delete button in the inventory, so the player can destroy any object of the inventory.

Now it is possible to split objects in the inventory using the right button of the mouse.

The inventory will inform why the player can't build a machine or building, near the build button the player could read "Inventory full" or "not enough materials" depending of the case.

Emergency Container



When a machine or container is destroyed or deleted, if the container/machine has any object inside an Emergency Container will spawn in the place with the objects, this container will be destroyed in 120 seconds. The idea is to avoid the loss of certain objects when the player or an asteroid or an enemy destroys a machine.



What Next:



I couldn't add the Autosave yet, because I had some problems with the save files code. So instead of keep this new features two-three weeks more I think is better to release this new things and try to fix the autosave. I hope to fix soon the Autosave and add it to the game.

List of new content:




  • Added Differents Trees on each planet.
  • Added Wood.
  • Not Possible to build something if the inventory is full.
  • Not Possible to destroy something if the inventory is full.
  • Now is possible split objects in the inventory.
  • Added Destroy Slot inside inventory.
  • Added F1 key to toggle HUD, so the player can take screenshots without the HUD.
  • Improved collision of the foundation.
  • Turrets can now shoot to the enemies.
  • Fixed Bug Train Turret kills itself when it fires.
  • Fixed when a player is using a machine and it is destroyed the game crashes.
  • Added Emergency Container that spawns when other machine/chest is destroyed with objects inside.
  • Added Three Game Modes. Peaceful, Builder, Survival, Classic.


Thank you for your support and patience.

Updates and Fixes #22

Updates and Fixes #22: Environment Update and Turrets.





I apologize about delay, I needed more time to release this new update because I added a lot of new things to the game and I needed to test it.

The most of the new things are related to the enviroment, the idea is to create a more inmersive map for the game, so I added some mountains and cliffs, so the map is not flat anymore, it is incredible how with a few mountains and rocks the feeling of a enviroment can change totally.

I also added some ambiental fog and weather. Related to the weather I added two different storms, soft storm and heavy storm, the soft storm increase the fog and disable the solar power generator because the weather is cloudy, the heavy storm disables solar power generator and discharges the batteries. There are two kind of storms, Sand Storms and Snow Storms, each will appear in certain planets.



I added again the Asteroids to the game, and the only way to destroy them is using the automatic turrets.



About the turret I added three level of turrets, Mk I, Mk II and Mk III, the differences between them are mainly the range, rate of firing and power consumption. I also added a train tower wagon, so the player can protect the train in motion, or create a mobile turret around the base. When the player selects a turret a sphere will appear, it shows the range of the turret.





Important:



The new cliffs and mountains will appear over your old version map, so maybe your buildings will be buried. if it happens you can try reloading the map and see if the new mountains location are better.

What Next:



I will work more on fixing bugs and adding this little things that the game needs like autosave and others.
And I would like to add more environment things, I made tests with some trees, and adding trees creates a really good vibe, so I would like to test it more. Also with the flora I'm thinking to add wood to the game, although I don't know if it would fit well, maybe adding some wood foundations, or wood machines for the beginning of the game? I have to think more about it.

List of new content:




  • Added Turret Mk I, Turret Mk II, Turret Mk III.
  • Added Turret Wagon.
  • Fixed when rotating a machine the electric network will update
  • Added Fog.
  • Added Atmospheric Fog.
  • Added Sand Storm, Heavy Sand Storm.
  • Added Snow Storm, Heavy Snow Storm.
  • Added Mountains.
  • Added Cliffs.
  • Fixed Ore Extractor when it is over a water spot.


Thank you for your support and patience.

Updates and Fixes #21

Updates and Fixes #21: Geothermal Power Plant, Geysers, Transport Conduit Line, Electric Line, Water Line, Oil Line, Valves and Electric Switch.





In this new update I added several new objects to the game. The main objective of all the new objects is connect mid-far bases to the main base. So the player could connect electricity, water, oil or transport minerals or objects from the far distance.

Valves and Electric Switch:



I added valves for all the fluids, with this new object the player can open or close the valve and the fluid will not continue to the next pipe.
Also I added the Electric Switch, it works like the valves.
With the valves and the switch the control of the net will be easier to limit the use of certain machines in order to optimize the different supply lines.





Electric Lines, Water Lines, Oil Lines:



I added long lines of water, oil and electric power. The player could connect far bases with a few lines, or can build water pumps in far spots and connect the water with the main base with the long water line. The same idea for the oil pumps.





Transport Conduit Line:



In order to transport minerals or objects from very far distances, the better way is use the train, however for a mid-far distance base there is a gap in the game.

So in the new Update I added the Transport Conduit Line. With this new line you can transport objects from a mid-far distance base in a easy way and receive the products in the main base really fast.



Geysers and Geothermal Power Plant:



I added to each planet map four geysers. It looks like the water spot but with a steam column. Over the Geysers the player can put the new Geothermal Power Plant. This new power plant give 10.000 Watts and is a renewable energy. So it is a good mid-late game power supply for the base.

However Geysers are mid-far from the center of the map, so the player will need to use the Electric Lines to connect them to the base.







What Next:



I'm working in adding more environment objects to the map, like different mountains and other effects. I have to test some ideas and see how it works. I hope to have it soon.


List of new content:



  • Added Acid,Water,Fuel,Oxygen,Oil Valve.
  • Added Electric Switch.
  • Added Electric Line.
  • Added Water Line.
  • Added Oil Line.
  • Added Transport Conduit Line.
  • Added Geyser.
  • Added Geothermal Power Plant.
  • Added Auto align for pipes and wires.


About Technology Tree:



I'm still thinking the best way to add the technology research. I think instead of a normal tech tree with a limited number of technologies, maybe I will add some kind of select random tecnology.

I mean, The player will not know the technology tree, the lab will show some options (maybe three or more) each time a technology has been researched and the player should select one each time, so maybe the player chooses to investigate less power consumption instead of more productivity and each new technology cost more.

So the idea is that the game can create the technologies so the player can investigate all the time until the price to investigate is really high, of course will be fixed technologies like new machines or other improvements.

I have to think more about it.

Thank you for your support and patience.

Updates and Fixes #20

Updates and Fixes #20: UI Improvement, Space Port, Space Ship and Solar Generator of the Space Ship.







I fixed a lot of bugs related to the UI with different screen resolutions, so please f you had some UI issues in the past, try again the game and tell me if it works well.

In this update I added the Space Port. If there is a Space Port near when the player deploy the Spaceship or Core Space Ship, it will be positioned exactly over the Space Port, the same thing happens when travelling between planets. The Space Ship will find an empty Space Port and will move automatically over it. I think this is a really useful building, so now connect the Space Ship with the base water and fuel pipes will be really easy.



Also I added the Space Ship. This building is a pre made Space Ship that includes almost all the machines that the player needs to go to other worlds. It has engines, ship controller, map module, batteries, solar generators, water tank, oxygen tank, fuel tanks, oil tanks, etc.. Once it is deployed in the map, the player only has to connect the different machines with wires and water or fuel or oil pipes to the base. The idea is to give an easy way to build a functional Space Ship to the player.







I created and added to the game a Solar Generator designed for the Space Ship. This Solar generator has the panels in a fixed position, so it wil fit better in all kind of Space Ships.

List of fixes:



  • Improved UI for different screen resolutions.
  • Added Space Port.
  • Added SpaceShip.
  • Added Game pause when the player opens the Main Menu.
  • Added inventory image to the Transport conduit to machine.
  • Added info in the craft menu about the Deep Water Pump.
  • Added Game pause in the tutorial pop-up window.
  • Added 3d model in the map module.
  • Added inventory image of the map module.
  • Added Solar Panels for the SpaceShip.
  • Added new button in the craft inventory to list the components of the Spaceship like the Solar Panels.
  • Added Space Ship and Core Space Ship now can be deployed over a Space Port.
  • Fixed problems of mouse in different screen resolutions.
  • Fixed Train problem in stations.
  • Fixed 3d model of Ship Controller.
  • Increased Zoom out in Ship Controller.


What Next:



I'm working on adding some valves (water, fuel, oil... ) and an electric switch to the game. I hope to have it very soon.

Thank you for your support and patience.