华硕笔记本电脑maiaadvanced

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Title: Maia
Genre: , , ,
Developer:
Publisher:
Release Date: 3 Dec, 2013
What the developers have to say:
Why Early Access?
&Hi! Thanks for checking out our early access release of Maia. Alpha access gives us the unique opportunity to work with the community and craft the game together. Maia is a game with unprecedented complexity, and developing features directly with our players allows us to refine these intricate game systems to create a world that really feels alive.&
Approximately how long will this game be in Early Access?
&We want to keep development hurtling forwards at a steady rate and plan to release update builds once a month as the game progresses. (You'll often see smaller updates go out sooner as we push out important fixes as soon as we have tested them.)
We just released 0.50! After that we will be releasing the campaign, extra single player maps and full modding tools over the coming months, whilst refining the game and adding greater depth to the content.&
How is the full version planned to differ from the Early Access version?
&We plan for the full version of the game will have a complete single player campaign as well as the current sandbox mode. The campaign will last between 10-18 hours, depending on the player, but we expect the sandbox mode and additional single player maps (and of course mods) to give the player potentially endless replayability.&
What is the current state of the Early Access version?
&The game is still very deep in development, so many things might be broken. Sometimes in a rather amusing manner, sometimes... less so. The current sandbox build (0.48) has the core game play of colony building, colonist interaction and base simulation, the best is still to come.&
Will the game be priced differently during and after Early Access?
&We have priced the game at a reasonable price to avoid people impulse buying the game in it's early state. Once the campaign is in, and the community feels that we have hit the right level of quality, we will be raising the price by around 10% to reflect it.&
How are you planning on involving the Community in your development process?
&We try to read every forum post and email sent to us and work hard to consider and incorporate peoples feedback into the game.
You can follow updates and give us feedback on the game via Twitter on @Maia and on . IRC users can join us on #maiagame on Quakenet. If you want to talk directly to me, the developer, I am @Simoroth on Twitter!&
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Recommended By Curators
"It's a little rough right now, but the developer is a great guy and does regular updates."
Recent updates
17 December
Maia 0.52 is now out. The main focus of this build has been bug eradication, AI improvements, and the long awaited first person &possession& modes.
Here's Simon showing off some of the latest changes:
First Person IMP Robot
Experience Maia through the eyes of the IMP Robot, walk around your base doing the tasks the IMPs usually do, explore outside, mine the rock walls for minerals and build Nanofibre Blocks. First person mode introduces a whole new way to observe and interact with the planet Maia. To enter this mode, click/track the object you want to possess and click the new icon that appears at the bottom of the screen.
Utility Robot Control
In addition to the first person IMP Robots you can also view the world of Maia through Utility Robots. Using it's repair arm you will be able to repair objects and &accidentally& set colonists on fire.
Turret View
Keep watch of your base by possessing the turrets. The turret view adds a unique way to view Maia.
Colonist Suit Head Cams
Cameras have also been mounted in colonist suits so you can see what they colonists see when they are outside.
First Person Door Control
Take control of the doors around your base. Open and close to allow colonists, pets and robots entry to rooms. This is really great for annoying colonists.
Hydroponic Agriculture
Feed your colonists a varied diet with the addition of potatoes, carrots, kale and broccoli. Each of these plants take a different amount of time to grow, and produce different amounts of energy and micro-nutrients, allowing you to manage your colonies supplies more effectively.
Rendering And Performance Improvements
Lens flares and reflections and general rendering have been improved and game performance has been enhanced by code clean ups and alterations.
Change log:
Construction planning tweaked. Colonists are more aware of complex needs. For instance won't build more beds than people, prioritize atmosphere generation in rooms more likely to run out of air, and not build more beds than there are people.
Colonist can now die from dehydration.
IV drips now work to medicate colonists who are dehydrated or starving.
A sparkle has been added to the cave system to create the feel of dust.
A whole host of new sound work have been added to the game and UI such as footsteps, robot movements and other ambient noises.
When a colonist claims ownership of a blueprint, it will brighten the hologram to show it.
IMPs are now smarter about picking up minerals. Can carry two at once.
Most IMP lockups fixed.
Colonists no longer get enamoured with Voxnocturnus when they are set to interact with them.
Gaps in some of the info tips on items have been fixed.
Colonists should no longer risk running outside with their suits off to get minerals.
Several colonist needs balanced. Socialising will take up less time, colonists are more likely to avoid it if they have an important task.
Socialising colonists do a lot less spinning around to look at the person they are interacting with.
Colonists will no longer stare each other to death.
Balanced base spawning for sandbox missions.
Screenshots are now working in Steam.
Colonists path finding to research trees has been improved.
Colonists empty barrels of water at the correct time.
A lot of sounds have been added or corrected. This includes email and UI sound effects.
Flags can now be deleted if you're not feeling very patriotic.
Hydroponics priorities have been reduced to stop colonists becoming obsessed with them.
Turret blueprints can now be removed fully.
Animation system fixes to stop stuttering and repetition of actions.
Fix to stop dead colonist's brains using up processing power.
Various memory leaks fixed, specifically when repeatedly f9 quickloading.
Sun no longer rises in The Twilight Zone.
Plant growth is balanced and more realistic.
Path finding overhaul, colonists less likely to attempt to build things that are potentially inaccessible.
Code clean up and optimisation of several subsystems.
All known game play crashes fixed.
Update Trailer
We hope you enjoy Maia’s Update, give us your feedback on the Steam Forum, or by
22 October
Maia 0.51 is live! Here's Simon playing the latest build:
64 BIT OPTIMISATION FOR WINDOWS
Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions, Steam will detect players hardware which means those using 64bit can get improved performance. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.
NEW SCENARIO MISSIONS!
In addition to the existing sandbox, Maia now has 3 standalone scenario missions with directed gameplay. Fleshing out Maia's hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months.
The current missions included in update 0.51:
CASSIOPEIA
An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.
THE TWILIGHT ZONE
Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive
SN1572
Study the complex local ecosystem of a rapidly encroaching equatorial jungle.
IMPROVED CHICKENS
Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.
SUIT REFILL POINTS
Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.
SOLAR EVENTS
Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a
solar event is occuring.
EMAILS
Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.
UI CHANGES TO PLACING BLUEPRINTS
To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction.
Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode.
When placing objects, some items information will now show power requirements as well as current grid demand.
Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.
COLONIST ANIMATION
More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.
BALANCED PRIORITIES
The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.
UTILITY ROBOTS
The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.
SUPPORT FOR EL CAPITAN
We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.
OTHER CHANGES:
Fix for missing research.
Back buttons now go to menus a level above instead of the top level menu.
New technology research perks added.
All found start up and crash bugs fixed.
Blocked interaction points will no longer be advertised to the AI. (Less getting stuck in walls)
Small optimisations on world data, loading time.
Optimisation of pathfinding to save memory.
64 and 32 bit save interopability.
Tree research bugs fixed.
IV drip now provides food and water to colonists.
VO bug fixed. When stating the atmosphere is low, it’s now a lot more likely to say the room name rather than just “base”.
Seems the colonists if you worked them hard enough would get incredibly hot. They’d then start sweating so hard that they’d get drenched and rapidly cool to a dangerously low temperature. Their bodies would then burn all their energy reserves thermoregulating back up to a better temperature. They’d then starve to death. This is now fixed.
CPU optimisation for the colonists.
Building materials/minerals pick up bug fixed.
Fix to speed up AA a bit.
Code cleanup reducing memory footprint.
Cache optimisations.
Texture loading fixed.
Bugs removed from the email system.
Important emails now pop up.
Mission success and failure in sandbox.
Wind variation reduced and balanced.
Power usage and balancing tweaks.
Bugs due to new missions fixed.
Update trailer:
We hope you enjoyed Maia’s Update, give us your feedback on the Steam Forum, or by
Report bugs and leave feedback for this game on the discussion boards
About This Game
is space colony building simulator from independent developer Simon Roth. Guide your colonists as they make planetfall on a hostile alien world and do your best to ensure their survival and safety.
Keep your colonists alive by constructing their off-world habitat from the planets crust and sheltering them from a dangerous and often deadly environment. Your task is to gain a foothold on this strange alien world, building facilities where your colonists can live and work, as well as researching the secrets the planet holds.
To keep your colonists alive, you will need to build rooms for specific tasks. Your colonists need a living area, livestock containment and research lab, among other kinds of rooms. To expand your base further, you can use your IMP Robots to clear out areas of the cave your colonists have chosen to inhabit. The detailed simulation of temperature and atmosphere within the base influence the colonists and their actions.
Twelve light years from earth, the planet 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is habitable and there is room for you to build your base. The world is currently up to 2km x 2km with multiple levels.
As well as the existing sandbox experience, Maia currently has several hours of directed gameplay with many more to come with future updates. Build a sustainable base in Cassiopeia, survive the arctic winter in The Twilight Zone and study Maia's local ecosystem in SN1572.
The hard science fiction featured in the game is based on real technology. Because a lot of the equipment is ocassionally reliable 1970s-style technology, the colonists must also spend their time fixing and upgrading items as they build the base. The creatures that inhabit Maia are also based on real world research.
Manage the atmosphere in your colony with carefully placed airlocks, doors and bulkheads. Keep the air flowing or face the horror of painful asphxiation.
Your colonists are real people. Simulated right down to their wants and needs. You must try to keep them happy, and perhaps more importantly, sane.
Let the IMP robots do all the digging for you. Use these robots to clear out areas so you can build more rooms.
Maia isn't safe. The weather alone can be deadly. The meteor strikes, seismic activity and solar flares can become risks to your colonists and their equipment.
To survive, your colonists will need to create and manage new sources of food. Introducing the genetically engineered super chicken, the Uberhuhn. With research you will be also able to harness the local fauna and flora to keep the rations stocked.
Maia's game engine is custom-made by Simon Roth. Exclusively used in Maia, the custom engine has stunning graphics and visual effects.
Maia's soundtrack is atmospheric and adaptive, it responds to in-game events and draws you into the Sci Fi aesthetic of the game.
Taking inspiration from games as diverse as Dungeon Keeper, Theme Hospital and The Sims, Maia also draws from 1970s Sci Fi aesthetic and features a healthy dose of dry, dark humour. It's a mix of strategy, management, construction and terrible deaths on a distant world.
Campaign missions.
A first person exploration mode.
More indigenous life forms and a functioning food chain.
Somewhat sassy computers
realistic water and lava simulation.
Cats with bee suits.
One of the great things about early access is being able to have players follow along with the games creation. This immediate feedback is extremely valuable to the games development. You can see our updates and give us feedback on the game via
or our . If you need some help with getting started in the game, you can check out our guides, head over to the
or sign up to the .
System Requirements
SteamOS + Linux
Minimum:
OS: Windows XP
Processor: Intel Core i3-3250 or AMD 6350
Memory: 2 GB RAM
Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
Storage: 2 GB available space
Recommended:
OS: Windows 7
Processor: Intel i5-3570K or AMD FX 8350
Memory: 4 GB RAM
Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
Storage: 2 GB available space
Minimum:
OS: Mavericks
Processor: Intel i5
Memory: 2 GB RAM
Graphics: Radeon HD 6750M
Storage: 4 GB available space
Recommended:
OS: Mavericks
Processor: Intel i5
Memory: 4 GB RAM
Graphics: NVidia 650M
Storage: 4 GB available space
Minimum:
OS: 64 bit
Processor: Intel Core i3-3250 or AMD 6350
Memory: 2 GB RAM
Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
Storage: 4 GB available space
Additional Notes: OpenGL 3.2 support is required.
Recommended:
OS: 64 bit
Processor: Intel i5-3570K or AMD FX 8350
Memory: 2 GB RAM
Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
Storage: 4 GB available space
Additional Notes: OpenGL 3.2 support is required.
(C) Machine Studios Ltd
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27.9 hrs on record
Early Access Review
Instead of fixing bugs and major playability issues (which are boring to do),
the developer has focused on adding features (which are fun to do, but pointless if the game core is broken). The only thing this &game& will provide you with is frustration. It isn't even a beta quality project yet/Watch your colonits wander around inside your base and suffocate because they never bothered to take their space suits off. Have your colonists starve to death because they're too busy walking in circiles or standing still to eat. Watch your base equipment catch fire and burn because colonits are too busy fixing a door they just fixed a minute ago than to maintain equipment--and watch equpment filair up far more often than is fun. And come on? A work lamp becoming atorch and burning an entire room of hydroponics? That's just stupid-- no light would explode and start a fire because nobody had touched it for hours.The UI also leaves much to be desired. The UI is both keyboard and mouse based, and the keyboard element isn't well explained,. There also is no scrolling through messages, so if the text doesn't fit all on the screen (such the case with stored research), then you won't be able to read it at all.
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58.9 hrs on record
Early Access Review
This game has come a long way, and keeps bringing me back. So much room for ewxpansion....they truly need large amounts of content to keep it living.
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2.9 hrs on record
Early Access Review
Very buggy, You won't be able to play long before a bug will make you restart the game or the game itself will crash, Yes its a early access but the bugs are out of control.
At the moment I don't recommend buying
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5.5 hrs on record
Early Access Review
I just had a look at the 0.49 and regrettably I must say I wouldn't recommend this game. I bought it around 0.47 because it looked so good on paper but here is why you actually shouldn't get it in my opinion, at least in its current state:- the updates have been increasingly rare- the updates that it does get add new functionality that seems random while it doesn't improve the (lack of ) core game play- there is no sense in the game of what you are supposed to be doing - e.g. how much material / food / colonists in total you have. They just added reports on power which is great, but every game like this has an overview window that shows you your resources so that you know what you need to be getting next. That, to me, seems more important than adding weapons, for instance.- there is no sense of why accidents happen - e.g. all my atmosphere generators exploded all at once - I have no idea why! And the colonists don't seem to care, they just walk around. You would expect major panic if something like this happened in the real life (the game is supposed to be a simulation, right?)Before you all start accusing me of not knowing what alpha is - I know very well. I'm a dev myself.In my opinion, the devs here should stop adding more functionality that create more breadth and isntead focus on improving the gamer's experience to create depth. Make a game out of this. Because at the moment, it seems like bunch of functionality stitched together. Give us a reason to play! Experimenting with new features is great, but wears off after you've built everything. The game is not interesting after that.
Give us a sense of what we are doing and why we are doing it!
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4.8 hrs on record
Early Access Review
As of version 0.51 this &game& isn't fun.Problems:Boring.Base building controls really suck.
When you rotate stuff, it can spin in a different direction.There is no snap to grid option or rotate in 45 degree increments.No stats for your base.
Notification system sucks as there is no triage in messages.
You have to open up each &email& individually to see if someone is telling you are out of food.... or if it is just a random hiku.No way to see who is doing what job.No way to specify jobs for colonists.No clue on how hungry a colonist is.No clue as to why a colonist stood in a room and didn't go get food until he starved (when there was a clear path and plenty of food to eat)No clue on how many resources your base has.No clue on how many resources it takes to build an object.Crashes when you build a chair.etc.etc.etc.Pros:Looks nice.Bottom Line.Don't get it, it isn't fun and full of bugs.Note:I will ocassionally try out future updates and will update my review as needed.
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