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Member Since 10 Jul 2014
Offline Last Active Mar 28 2020 02:41 PM

#134 Status Icons!

Posted by Rayvolution on 07 September 2014 - 01:37 PM

The last gif seems to lag?


Yeah, it does. My GIF recorder was acting up at the time. :)

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#102 GUI Polish and Villager Names

Posted by Rayvolution on 10 August 2014 - 10:56 AM

I've been mostly working on the GUI in the play mode over the past few days, really polishing it up and adding in all the missing buttons. The great thing about GUI work is it really makes the game shine, although the drawback is the inordinate amount of time it takes to code/draw! But, it's all worth it in the end.

Another feature I've finally added is villager names, there are now over 4,000 first names, and 10,000 last names for the game to pick from when a villager is generated. That's over 40 million combinations! Some of them with hilarious outcomes.

Next up will probably be building mechanics, so our little villagers can actually build objects. We're getting closer and closer to actually calling RPC a "game" every day!

..and finally, I have setup a twitter account for RPC. If you're interested in following click here:

A new villager drop-down pane. You can now see all of your villagers in a simple, easy to view list.
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The new bottom Pop Out information pane, that displays statistics for villagers or objects you click on:
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..and the whole thing, all together, and also featuring some of the other small changes:
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#84 Food, Farming and Starvation

Posted by Rayvolution on 05 August 2014 - 08:06 PM

The last few days have been well spent working on the new farming and hunger mechanics. As with everything in RPC, farming had a ton of AI work that needed to be done, as well as some behaviors for hunger and starvation!

In this update, I've added:
- Hunger, they now go home when they need to eat. If they have no home, they scavenge for scraps around or outside of town! Be careful, if you don't get your farms going before your villagers start to starve they may eat all the nearby food, dooming you in the long run!
- New farm building added, can now plant nearby crops and make them a renewable resource to keep your village running strong.
- The farmers will distribute food to all the homes nearby, and tend to the crops automatically. No player intervention required once you have a functional farm going!
- Happiness now is directly affected by hunger, now your villagers happiness will drop when they're hungry, so keep them fed!
- Villagers who's hunger hits zero will slowly starve to death.

Future farming plans:
- Many various farm building sizes, some small and quick to build, some large and resource intensive to build.
- Food storage building (Like the lumber storage, just for food of course.)
- More plant types! Currently we only have carrots, but that will change eventually.
- Animals/meats, these will be added someday after the core mechanics are all in place. Probably sometime during alpha.
- Farming flowers, for use in future decorative builds.

Quiet Village Farming
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A little bit of overkill late night farming.

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Some carrots all by themselves.
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A few early development shots from a few days ago.
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#73 Finally, a Retro-Pixel Castles tech demo video!

Posted by Rayvolution on 31 July 2014 - 09:44 AM

Our first video! Finally! In this video, I highlight some of the technical features of RPC. Including: The map/mapsize, the map editor, villager AI, shadow, lighting Engine and the pixel-perfect particles system. I hope you enjoy it! You can see the new video either on IndieDB or on YouTube!
.. or right here ;)

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#67 More resource gathering, building ranges, assigning workers, etc.

Posted by Rayvolution on 23 July 2014 - 01:54 PM

I've been spending the past few days working on a quick, smart(ish?) system for assigning your villagers to work in the various buildings on the map. In the last update I got the villagers to find assigned work and move over to the location and collect resources. But now I am taking it to the next step, assigning workers to specific buildings, and only allowing workers to work in areas with in a reasonable walking distance.

The black dots in these two shots represent the range a building has. Unlike most games, in Retro-Pixel Castles the range takes into account the actual walking distance from the main building, that way your villagers don't go wandering off on a grand adventure around a mountain to work. They will only work in areas they can reasonable reach from the building. The range is also adjustable by the player, if a player wants to restrict the work area to keep their villagers closer and safer with shorter trips they can pull back the range. If they want to take more risks and potential hits to productivity speed they can crank the range all the way up and grab resources normally out of reach. I have a lot of plans for building workload management, unlike the standard "Send the worker, collect resource, bring resource back" mechanics you see commonly RPC will have a slightly more complicated system, that will be mostly automated anyway. But I'll share those details when I get to them! In the mean time, enjoy these two rough shots of the buildings, workers and the building-range markers. ;)

Shot one just shows a bunch of villagers working within range of their Lumber Mill, where as shot two shows the range, by actual walking distance and how in situations like this example your villager wouldn't attempt to walk all the way around the tree wall and collect resources on the other end.

(Note: Early shots of the GUI, not a final polished product)
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#58 Bloody, Bloody Hell!

Posted by Rayvolution on 18 July 2014 - 04:11 PM

Work on the play mode has finally started as of yesterday! Currently I am working on some of the old systems that were designed before I started working on the map editor and tile engine. A lot has changed (code wise) since I originally developed my particle collision system, so some stuff had to be updated and overhauled to be brought up to speed.

I've rewritten a large chunk of the collision system, and brought back in the blood particles. Here's a couple of screenshots of the blood spewed all over the place. ;)

Shot one and two show off the pixel collision map, every tile in the game that has a collision has one of these maps. They're color coded so the particles that hit them know what direction to drip down or bounce around! I've spent a majority of today redrawing/tweaking them. :)

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The other two are just fun bloody messes to look at!

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#53 New Build, Mana Crystals and The Map!

Posted by Rayvolution on 17 July 2014 - 02:06 PM

Over the past few days I've been focusing mostly on memory usage, I've managed to cut down the memory usage of the game considerably. Retro-Pixel Castles now is running smoothly with as little as 96 megs (that's right, I said megs) of ram available. This completely eliminates the prior memory issues some of you were having! So, I'm proud to announce the latest stable release: InDev 7-17-2014!

Additionally, I've also added a new resource to the game, Mana Crystals! Right now they come in three colors; Red, Green and Blue. Eventually they will be used to create some of the more high-end items, buildings and units you'll need to defend yourselves. In the future they'll also grow and expand across the map at an extremely slow rate, meaning areas you don't visit could eventually be overrun with these crystals. ;)

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.. and finally, I've also made some progress on the first map, it's coming along pretty smoothly! I thought I'd go ahead and share that with you as well. :)

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#5 Website Launch!

Posted by Rayvolution on 14 July 2014 - 05:59 PM

Welcome to the all-new Retro-Pixel Castles website! I've taken a short break from working on the game to put together this little community website for all of us to use. Feel free to register and poke around! This page will be your one-stop-shop to get all the bleeding edge information about RPC.

The site is designed to be a fun, entertaining place to chat not only about Retro-Pixel Castles, but also about gaming and game development in general. You're more than welcome to head on over to our forums and chat about anything you like. Also, our forum is setup with many awards and incentives for being an active participant in the community that will be displayed in your profile. For example the first 100 registered accounts will get a "The First One Hundred" banner and if you're a member of JGO with over 20 posts, or a member of the SixtyGig commnunity you will also be awarded a community banner for coming over here and showing your support!

Please enjoy the website, and be sure to let me know if you have any trouble! I look forward to all of you joining and starting up a nice little community here.

Thank you for visiting and I'll see you on the forums! :)

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