07-05-2022, 01:39 AM
I really like the idea, but i would suggest to try to keep the biochemistry upgrades as modular as possible.
In that way, players could try to augment multitude of materials and objects with the biochemical components to find out interesting usecases. This would blend nicely into the other parts of the games system.
E.g. Instead of Photovoltaic cyanobacteria we take Bioluminous photobacteria: generates UV-light if used on surfaces and tools. This would enable the use for lighting paths, using solar panels indoors or boosting them outdoors, UV-boosting hydroponic trays without an UV lamp, burning vampires by coating their clothing.
Of course, augmentation like these would require much more invasive beaviour in other parts of the code (maybe even rework parts of it. Like how UV-lamps are integrated into the game with the example above)
But before we get fancy with the biochemicals like this, i really like the concept and would like to see it expanded upon. This was just some idea in which direction this could be taken.
In that way, players could try to augment multitude of materials and objects with the biochemical components to find out interesting usecases. This would blend nicely into the other parts of the games system.
E.g. Instead of Photovoltaic cyanobacteria we take Bioluminous photobacteria: generates UV-light if used on surfaces and tools. This would enable the use for lighting paths, using solar panels indoors or boosting them outdoors, UV-boosting hydroponic trays without an UV lamp, burning vampires by coating their clothing.
Of course, augmentation like these would require much more invasive beaviour in other parts of the code (maybe even rework parts of it. Like how UV-lamps are integrated into the game with the example above)
But before we get fancy with the biochemicals like this, i really like the concept and would like to see it expanded upon. This was just some idea in which direction this could be taken.