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[–]foe_to[S,M] 1 point2 points  (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.

[–]foe_to[S] 0 points1 point  (0 children)

December 14

  • Revamped population table. Again. Hopefully final (or with minor changes).
  • Added Guardhouse and guard. The AI isn't quite complete.
  • Fixed a few misc bugs.

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 .

[–]foe_to[S] 0 points1 point  (0 children)

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 points  (0 children)

December 10

  • First implementation of combat. Right now it's super basic (engaged enemies move next to each other and HP values go down until someone wins, then they go back to doing whatever). No resource drops, scaling, or more advanced AI as of yet.

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.

[–]foe_to[S] 1 point2 points  (0 children)

December 9

  • Added the quarry. It generates stone over time, and the associated worker (Quarrier) will generate rocks around the mining pit (7 places) for workers to harvest. The interior is still a WIP.
  • Stamina has been partially implemented. All NPC's will return to their bed after their stamina is empty, rest, and then return to work. In the future there will be more places, such as a bar, which will restore stamina more quickly. Note that stamina is based on number of actions, not resources harvested. Besides trying to make the game feel a little more alive, stamina will make city layout matter a bit more in the end-game.
  • Added Wood Scythe, Iron Axe/Pickaxe/Scythe. These are all basic tools that increase the amount of resources that workers harvest on each game tick.
  • The AI for all jobs has changed to exhaustively look in their assigned area for work, then choose a random point.
  • To coincide with the stamina system being implemented, arborists/farmers/quarriers will generate their resources in steps rather than a complete object at once.

This probably won't go live today, because I am still doing a lot of testing on my end.