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Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 6:21 am
by Ikarrus
So it's finally out of early access and I went and picked it up.

It's a very well-made management simulator with tons of depth and variety. Haven't had a management sim this good in ages, and this one scratches all of those itches.

It's very easy to become obsessive and lose entire days to it. I start playing it and next thing I know, hours have passed, and my neck is sore.

And I still feel like I've barely scratched the surface when it comes to playing with all the different features and curveballs the game throws at you.

I'm also really liking the Grant system. It's a brilliant way to give the player direction as well as a vehicle for progression.

Here's my current prison. It's shit because I'm using it to learn, but I'm having a blast.

Image

They also won't stop getting into fights in the Canteen. I've posted more guards there now, and I'm considering doing a full shakedown for weapons soon.

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 6:27 am
by Zilenan91
I know that there was a WWII POW mod that I quite enjoyed. It also made bunk building super duper efficient because instead of building individual cells for all your inmates you just built little 2x2 bunk blocks with no walls between them, with the 1x2 bunk taking up half of it.

Also that's a decent layout. If I want to make a secure prison, what I do is make this massive cell block in the middle of the map, and since I play with random structures on, sometimes appropriate those with subsidiary generators, offices, armories, redundant walls outside the main prison, etc. on the outside with 1 or 2 dog patrols sniffing things out.

Though what I most love about this game is that you can make your prisons in different ways. You can go full nazi and hire only armed guards, so one fuck up = dead, or you can be a super comfy cool prison that actually tries to do good to your inmates instead of treating them like subhuman trash.

After downloading a mod that makes it so too many deaths don't end your game or give you negative money, it's fun as fuck making supermax prisons that force inmates to get in constant fights and start riots with your guards, only to get btfo'd by gun lines. For extra fun, there are some mods that increase the frequency of prisoner arrivals, and deadly contraband, so you can literally recreate Revolution mode in Prison Architect.

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 8:58 am
by LiamLime
If you've ever played The Escapist, I actually remade one of the prisons from there in Prison Architect: You can get Fhurst Peak Correctional Facility for Prison Architect on the workshop. :D

I've been following Prison Architect for about 2 years, since Alpha 12 or so, revisiting it every month when they release an update. This game provided the most fun alpha experiences I've ever had. I have 120 hours in it, which is a lot for me and I absolutely recommend it. :D

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 9:58 am
by Ricotez
nanotrasen mod when?

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 10:07 am
by LiamLime
Someone with a heck of a lot of free time, who also has an affinity for the copy-paste function, should get on it :D

Here are the tile sets :D
Spoiler:
Image
Image
Image
And here's how you do it:
http://steamcommunity.com/app/233450/di ... 074614517/

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 10:16 am
by Steelpoint
So you can just copy+paste sprites from DMM into these image files and bam you've got SS13 Prison Edition?

Reminds me of my ss13 graphics mod on the old forum I made for that rougelike zombie game.

E: I can see it now, the Dogs can be Beepsky.

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 10:21 am
by Ricotez
not as easy as copypasting unless you copypaste EVERYTHING, else the styles don't match up

well not like the styles inside SS13 match up but

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 10:22 am
by Steelpoint
It would not be hard, just very time consuming for something that may not even match up. Considering the big sprite size differences.

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 10:57 am
by LiamLime
Well, you can also help yourself with the objects.spritebank file.

That has one row per object, so like the box (top left object) has the row:

Code: Select all

BEGIN "[i 40]"     Name Box  x 0  y 0  w 2  h 2  RotateType 0  TopAligned false  END
The file is 894 lines long tho, which is probably the number of sprites in the game :D

Re: Prison Architect, or, How Security Players See SS13

Posted: Sun Oct 18, 2015 7:22 pm
by Zilenan91
There would be some sprites you'd have to custom make, like the guards because their models are kinda weird, but yeah, you should be able to make an SS13 mod for this given time with wizard, Ops, changeling, and traitor inmates. You could also make it so the armed guards use lasers instead of shotguns but I have no idea how hard that would be to code.

Re: Prison Architect, or, How Security Players See SS13

Posted: Tue Oct 20, 2015 4:31 pm
by bandit
can we get this guy to review spessmens

http://venturebeat.com/2015/10/06/we-as ... architect/

Re: Prison Architect, or, How Security Players See SS13

Posted: Tue Oct 20, 2015 5:07 pm
by Ikarrus
He has a few interesting comments about prison life, but the "review" itself was led by someone who doesn't even know how to play the game and in fact they get stuck trying to progress past the tutorial stage and end up speculating on what the rest of the game could be like instead.

So no thanks.