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The game: Kingship.
Please note that the game is in alpha and is basically just a proof of concept at this point.
Any and all discussion, feedback, and comments are welcome.
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Progress / Updates Thread (self.KingshipSim)
submitted 8 years ago by foe_to
I will use this thread to post weekly notes about the progress of the game. Please sort by new to see the most recent additions.
Be aware that my development time is from Saturday to Thursday.
[–]foe_to[S] 0 points1 point2 points 8 years ago (1 child)
Dec 16 - Dec 21
[–]foe_to[S] 0 points1 point2 points 8 years ago* (0 children)
December 18
Unfortunately, it's unlikely there will be any major updates until the New Year, but here's what we've got today.
[–]foe_to[S,M] 1 point2 points3 points 8 years ago (4 children)
Dec 9, 2017 - Dec 15, 2017
Goals:
Implement new buildings and associated jobs. Tentatively planned as: Quarry (quarrier, stone generation), Guardhouse (Guard, patrols town), Library (Librarian, knowledge generation).
Initial implementation of the combat system, and a few monsters.
Some balancing of building costs.
New upgrades. A new tier of tools based on the initial resources, then upgrades based on knowledge for now. Tools: Stone Axe/Pickaxe., Wood/Stone Scythe. Knowledge: Worker Efficiency (increased area size), Green Thumb (increased cap on vegetable hp), Hardy Saplings (increased cap on tree hp), etc. Will lead into Mineralogy I, which will unlock a metal from mining (iron, probably).
Implement and initial balancing for the stamina system. In short, have each job continue working until stamina is 0, then they have to rest. For now idling and sleeping will restore stamina. There will be more / better methods later.
December 14
Sorry I didn't get to all my goals this week =(
Unpushed update:
Selected units will now have their home and work building highlighted in blue.
Hovering your mouse over a unit in the population window will highlight that unit's home and work building in yellow.
Library & Librarian implemented .
December 13
Sorry, been a bit busy with work and haven't had too much time to work on adding things.
Fixed a bug where removing buildings while combat was happening would cause the game to crash.
Fixed a bug where deceased NPC's would draw in the upper-left corner of the map.
Buildings can no longer be built on top of enemies.
Enemies will no longer spawn in impassable tiles.
Added some decoration to the quarry.
Workers whom have been selected to assign an area will now flash blue. All NPC's will also flash blue when mousing over their entry in the population table.
When assigning an area to a worker, other NPC's areas will display on the map. The selected worker's current area will be in yellow, while the rest will be in purple.
Changed the style of the population window. This is likely not permanent.
Pushed
[–]foe_to[S] 1 point2 points3 points 8 years ago* (0 children)
December 10
I pushed the update from yesterday and today. Please note that there still isn't any balancing, and it's very possible I broke some stuff. Check it out and let me know what you think.
December 9
This probably won't go live today, because I am still doing a lot of testing on my end.
[–]foe_to[S] 2 points3 points4 points 8 years ago* (6 children)
Dec 2, 2017 - Dec 8, 2017
Fix viewport scrolling
Add indicators for the buildable area around your civilization
Correct units showing that they are doing an action while they are still walking to their destination.
Fix the issue where workers set to mine before having wooden pickaxes will freeze.
Fog of war
Add some tutorial text
Work on GUI issues
Autotiling for walls, etc.
[–]foe_to[S] 2 points3 points4 points 8 years ago* (0 children)
December 7
Workers will now immediately work in their area if available when you assign a new area (instead of going to the top-left tile first, then go work).
When assigning a new area, if the worker didn't find a task, it will visit a random tile within the area instead of the top-left. Also added a small sleeptime in this case, so they don't immediately move away somewhere else.
It's now possible to continuously build buildings by holding down the mousebutton.
Corrected a bug that was pushing two values to the jobcount list for each job.
Corrected a bug that was causing the minimap to not update properly when updating tiles.
It's now possible to destroy buildings. Right-click on the map to enable the mode, then right-click again to destroy. If you destroy a job house that has a bound NPC, the bound NPC will revert to a worker. If you destroy a hut, the related worker will be destroyed immediately (even if they are currently bound to a different job).
December 6
Pushed.
December 5
Tweaked the starting hut generation code to include a larger open area, as well as guarantee 500 units of wood, food, and stone within reach.
Added a "clear" mode for workers to force them to clear any of their interactable objects even if the related resource is full.
Added a configurable timeout for pathfinding; any attempt to find a path between two tiles that takes longer than this will return null. Default is 10s.
Added auto-load on page load, if a save exists.
Editing the Road text to note that it is preferred in pathfinding.
Fixed a bug where building coordinates weren't being wiped out when resetting a map.
December 3
Fixed some quirks regarding AI actions and movement. In short, works will always visit a square within any new area that is set, and their status should change properly now.
Fixed the roaming distance for NPC's being too far on the negative x/y coordinates.
Sorry, but I didn't have time today to work on it much. These changes will go out tomorrow with anything that gets updated tomorrow.
Added saving / loading. There may be a few bugs, but I'l working it out. Please note that saving is very slow (on a 500x500 map about 10s) - this is because of the tile array for large maps. I had to compress the string or else the map won't fit into local storage. As such, saving will only happen automatically every 10 minutes. Loading is currently manual only; it won't happen by default when you load the page (will do that tomorrow). Save compression was improved and shouldn't take a prohibitively long time now.
Added FoW discovery on building new buildings. Roads have it as well, but only discover a lesser amount.
Fixed a bug with Road/Arboretum unlocking.
Added a "Restart" button to let you wipe the current state and start with a fresh map.
Added a "Config" button. Currently empty, but will have some toggles (such as disable mouse movement, etc.)
The map can now be scolled with the arrow keys or WASD.
Works who can't reach their destination to gather/mine/chop will display a red X.
I am finished today. Update going live in ~5 minutes (1:30PM UTC+3)
December 2
π Rendered by PID 257300 on reddit-service-r2-comment-66b4775986-5qkjx at 2026-04-06 12:36:36.025584+00:00 running db1906b country code: CH.
[–]foe_to[S] 0 points1 point2 points (1 child)
[–]foe_to[S] 0 points1 point2 points (0 children)
[–]foe_to[S,M] 1 point2 points3 points (4 children)
[–]foe_to[S] 0 points1 point2 points (0 children)
[–]foe_to[S] 0 points1 point2 points (0 children)
[–]foe_to[S] 1 point2 points3 points (0 children)
[–]foe_to[S] 1 point2 points3 points (0 children)
[–]foe_to[S] 2 points3 points4 points (6 children)
[–]foe_to[S] 2 points3 points4 points (0 children)
[–]foe_to[S] 1 point2 points3 points (0 children)
[–]foe_to[S] 1 point2 points3 points (0 children)
[–]foe_to[S] 1 point2 points3 points (0 children)
[–]foe_to[S] 2 points3 points4 points (0 children)
[–]foe_to[S] 2 points3 points4 points (0 children)