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Mechanics Blog - The Range Map

As I develop this game, I have many ideas floating around in my head and on paper about how this game will be played and how the many mechanics will all come together to make this a great little game. A problem I've come to realize during my development is, while I have this vision in my head about what RPC is, it's all in my head! So I've decided I need to start explaining these features to the fans!

So, to remedy the situation I've decided to start posting some news that isn't so much just about the new features I've added, but more a general blog about the game and it's many currently existing and planning features to give you guys an idea of what the full scope of RPC is all about.

For the first "Mechanics Blog", I've decided to explain the range system, what it is for and what it means to the player. When you start a typical game of Retro-Pixel Castles, you will start with a handful of villagers on a random or preset location on the map (depends on the map's configuration). From there, you have no buildings, all you have is your handful of villagers. You will be allowed to build one, and only one building to start off with: your village center.

Once you find a suitable place on the map to place your village center, your villagers will start building it. Once completed, a colored range map will pop up. From here on out, the only land you can harvest, farm, and build on will have to be within the range of your village center and it's future connected buildings.

Here's a small village, with the range map visible.
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Now, because you're restricted to building within that range is seriously limits your ability to defend yourself from the onslaught of the monsters that will spawn, and eventually engulf the map. So it's up to you to expand your range quickly so you can put up walls, towers and other defensive elements in key defensive areas.

Almost everything you build adds to this range map, some more than others. Currently planned, the two main ways to quickly expand your range is to build light sources or guard towers. Light sources are mostly non-functional, and really their only purpose is to expand your range map and provide light. But, guard towers will also house soldiers who can defend your city and offer a substantial increase to your overall range.


Some builders, building a new light source (Small wood torch) on the edge of your range map.
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As you can see in the above shot, they are building right on the edge of their building range because they can not reach around and build up north. But, once the light source is built, the range expands, allowing them access to the terrain north of their village.


They have expanded their build range and started harvesting wood and building some homes in the new area they now control.
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While this seems like a somewhat minor mechanic to talk about, this plays a very critical role in how you manage your village. When playing you'll want to attempt to bottleneck the monsters attacking you into key points where you can kill them off so they don't harm your villagers, the problem is since you can only build within your range map you can't simply just run off to each edge of the general area you've established your village and block off everything everywhere. You have to build out your range map in those directions. All the while, the monsters are trying to eat your poor little villagers! :)

Feel free to leave a comment about what mechanics you'd like me to cover in the next "Mechanics Blog"!
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9 Comments

Dear god, Dude you got me so  . this is gonna be one hell of a game. of all the games i've played, And had this core element i loved, yet they didn't harness it enough. And this has been such a let down for me because of all the games i've liked happen to be games from almost 20 years ago. Like CNC, Black and white. And such. Although your game, This game, Has the best promising thing i've ever seen. Also got to use my real name to sigh up, cool no one took it. Anyway please sir, Don't do what games like starbound have done and promise such a good game but it ended up nothing like what we expect, Please!

 

Anyway keep up the good work, I have bookmarked this page and shall keep coming here each day, I'll tell my friends! :)

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This got me so excited* Sorry.

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I would love to hear about what you have in mind for the tech tree.

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I would love to hear about what you have in mind for the tech tree.

I'm interested in what you mean by "tech tree"

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I would love to hear about what you have in mind for the tech tree.

 

It's a pretty straight forward system. First step is just getting your population up, for example currently there are two Lumber buildings. The Lumber Shack, and Lumber Mill. The Lumber Shack can be placed as soon as your village center is built, where as the Lumber Mill will require your population to reach 64 and you can only assigned villagers over level 5 to the Lumber Mill. But, the Lumber Mill can store 3 times as much wood, and the people assigned to it can harvest wood almost twice as fast.

 

There's also a whole content unlock system planned external to the play mode. Every time you play, once you die you'll be given some gold based on how long you lived, how many villagers you had, monsters killed, and so on. That gold can be used to unlock perks that will help you universally in the entire game. Like +10% harvesting speed, +5% faster leveling, some buildings that allow you to say, train an "ice" mage instead of just a "fire" mage, or maybe some special maps you can "buy" with your gold that arent part of the normal map pack sets. That part of the system is still on the drawing board, and very subject to change. But that's the current plan. :)

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I would love to hear about what you have in mind for the tech tree.

 

It's a pretty straight forward system. First step is just getting your population up, for example currently there are two Lumber buildings. The Lumber Shack, and Lumber Mill. The Lumber Shack can be placed as soon as your village center is built, where as the Lumber Mill will require your population to reach 64 and you can only assigned villagers over level 5 to the Lumber Mill. But, the Lumber Mill can store 3 times as much wood, and the people assigned to it can harvest wood almost twice as fast.

 

There's also a whole content unlock system planned external to the play mode. Every time you play, once you die you'll be given some gold based on how long you lived, how many villagers you had, monsters killed, and so on. That gold can be used to unlock perks that will help you universally in the entire game. Like +10% harvesting speed, +5% faster leveling, some buildings that allow you to say, train an "ice" mage instead of just a "fire" mage, or maybe some special maps you can "buy" with your gold that arent part of the normal map pack sets. That part of the system is still on the drawing board, and very subject to change. But that's the current plan. :)

 

Sounds inspired by don't starve.

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I would love to hear about what you have in mind for the tech tree.

 

It's a pretty straight forward system. First step is just getting your population up, for example currently there are two Lumber buildings. The Lumber Shack, and Lumber Mill. The Lumber Shack can be placed as soon as your village center is built, where as the Lumber Mill will require your population to reach 64 and you can only assigned villagers over level 5 to the Lumber Mill. But, the Lumber Mill can store 3 times as much wood, and the people assigned to it can harvest wood almost twice as fast.

 

There's also a whole content unlock system planned external to the play mode. Every time you play, once you die you'll be given some gold based on how long you lived, how many villagers you had, monsters killed, and so on. That gold can be used to unlock perks that will help you universally in the entire game. Like +10% harvesting speed, +5% faster leveling, some buildings that allow you to say, train an "ice" mage instead of just a "fire" mage, or maybe some special maps you can "buy" with your gold that arent part of the normal map pack sets. That part of the system is still on the drawing board, and very subject to change. But that's the current plan. :)

 

Sounds inspired by don't starve.

 

 

A little bit.

 

The unlock system is completely different than Don't Starve though, since Don't Starve really only unlocks characters with experience. My system just gives you gold and you spend it on upgrades, map unlocks, and other areas of the game, possibly even new game modes. Really when it boils down to it is a lot like an automated unlock system you see in most games, the only difference is instead of keeping you on rails unlocking things in a specific order, I let you unlock what you want. So you can grab cheap unlocks quickly, or save up gold and get a nice one earlier than you normally could.

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<snipped>

You keep telling me all these things and i'm just like yay so much and get so happy when i think about the game...

 

Anyway, game modes? the possibilities are endless...

 

Oh and remember what i said about merchants? That would be cool to have them and be able to use the money you got before to buy things like special people and books that can learn you new skills... 

 

 

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There's also a whole content unlock system planned external to the play mode. Every time you play, once you die you'll be given some gold based on how long you lived, how many villagers you had, monsters killed, and so on. That gold can be used to unlock perks that will help you universally in the entire game. Like +10% harvesting speed, +5% faster leveling, some buildings that allow you to say, train an "ice" mage instead of just a "fire" mage, or maybe some special maps you can "buy" with your gold that arent part of the normal map pack sets. That part of the system is still on the drawing board, and very subject to change. But that's the current plan. :)

 

At first I was thinking 'it would be cool if you could unlock faster building speed when your highest level builder reaches lvl10' then realized that you can assign anyone to anything, so that wouldn't work. lol

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