Blog Archives

The Old Corsair

An ancient Dagoroth legend tells of a murderous android called the Old Corsair. An ancient relic from before the Extermination Wars, the Old Corsair is a highly independent combat automaton, hired as a privateer to raid settlements and shipping lanes in some long forgotten war. The Old Corsair continues his mission, a

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Posted in Game Design, NPCs

Creature Trapping

In Outer Colony, wild animals can be captured in traps. A captured animal remains alive, but can then be safely transported for various uses within the confines of its trap. A video demonstration that shows the basics of creature trapping. Summary Creature traps are special items that are used to

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Posted in Game Design

Hunting

Many valuable resources can be obtained by butchering wild creatures, including meat, furs, bones, and more. To have a corpse to butcher, though, a creature must first be hunted and slain. A brief video tutorial showing how to hunt. Hunters trek into nearby mountains in search of short snouted woodgrunts.

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Posted in Game Design, NPCs

Shipwrecks

Though the worlds of Outer Colony are sparsely populated backwaters on the galaxy’s fringe, they’re not entirely deprived of commerce. Periodically, spacefaring trade ships can crash land on your world’s surface, occasionally carrying rare treasures from other parts of the galaxy. Investigating crash sites is often a highly profitable endeavor! A

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Posted in Game Design

Rabid Creature Attacks

Sometimes, creatures in nearby environments can become rabid and decide to attack humans. While most creatures are usually easy to dispatch by trained personnel with firearms, this kind of event can be a gut-check for your colony’s military. Large creatures will easily kill unarmed people, so make sure you have some

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Posted in Combat, Game Design, NPCs

Local Culture

As in the real world, cultures aren’t strictly the domain of nation states. Just as companies, military units, and cliques can have their own local cultures, each colony has its own culture that can grow and evolve independent of its parent organization’s culture. On some level, a culture is just

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Posted in Game Design, NPCs

Fishing

Fishing is an efficient way to obtain seafood and other creature-derived resources for your colony. A brief walkthrough of the fishing process. Summary Fishing is an order-less work activity in Outer Colony. Fishermen with access to necessary equipment and a fishing area will spend their work shifts fishing on the

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Posted in Game Design, NPCs

Migration

Migration of people from the galaxy at large to your colony is one way to increase your population. Specially recruited migrants can be used to augment your talent pool in particular ways, though these come at a cost. Summary Outer Colony’s migration system is used to recruit new residents for you

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Posted in Game Design, NPCs

Expedition Configuration: Preparing to Embark

Prior to landing on a world and starting their colony, players are given the opportunity to configure various aspects of their expedition. Selecting a faction, customizing their starting personnel, and purchasing starting items are all part of this configuration process. Summary After world generation, players are presented with options to

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Posted in Game Design, NPCs

Finalizing Content Additions

As I mentioned in my last update post, I’ve been working hard to add as much fun, interesting, and engaging content into Outer Colony as possible. The last few weeks have been an extremely busy time of head-down programming, making the last big push to finish developing new additions for the

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Posted in Game Design, TFR Updates