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Rayvolution

Member Since 10 Jul 2014
Offline Last Active Oct 15 2019 01:40 PM
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#5354 Build InDev 25 Unstable 1 Released

Posted by Rayvolution on 23 February 2017 - 07:50 PM

Awesome update!

 

When do you estimate the tech tree is going to be added?

 

I'm not sure yet, but it'll probably start to be seen in the way of upgrade branches. But before I can even consider that, I need to get all the core building upgrade states done first. :)


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#5344 Build InDev 25 Unstable 1 Released

Posted by Rayvolution on 23 February 2017 - 11:18 AM

Click here for help on accessing the Unstable branch!
 
The game changer is here! Introducing the first Unstable build in the InDev 25 series. This update brings in an absolute ton of game changing mechanics, most of them centered around the new water system. This patch fleshes out the early game quite a bit, rewrites a large portion of farming, rebalances food, monsters, adds new spells, and much more.
 
Check out the extensive change log, and let me know what you think down in the comments.
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 25 Unstable 1 Change Log
 
Water and Thirst System
  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: The Well. This building will slowly generate drinkable water year round. Once the water purifier is added to the game, the well will freeze over in the winter.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Well Master. Well masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.
Farming Changes
  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the summer, but must be well tended and watered. Otherwise they may die.
Spell Changes
  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.
Full Moon
  • The world now has a "Full Moon" night every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.
Miscellaneous Changes
  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized many of the mob and building search algorithms.
  • Hunger now drops about 30% slower, to help offset the demand for water.
Bug Fixes
  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.
Known Issues that will be resolved before the stable build
  • The in-game tips are outdated.

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#5324 InDev 24d - The Save System and Maps Update - Released!

Posted by Rayvolution on 07 February 2017 - 09:18 AM

Could you make it so we could "zoom out" a bit more than the current zooming? When I build a big village it sometimes gets annoying to have to squeeze my screen into a tiny part of the village.

 
Sadly isn't possible without a fundamental rewrite of the rendering side of the game. The game has no way to render less than 1:1 pixel ratios without the graphics going haywire and looking garbled.


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#5322 InDev 24d - The Save System and Maps Update - Released!

Posted by Rayvolution on 06 February 2017 - 08:01 AM

InDev 25 development is already in full swing, so this is likely the last patch in the InDev 24 series. This patch adds a few bug fixes, balance tweaks, edge scrolling, an overhaul to the autosave system and 4 new maps to play on. Hope you enjoy it!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24d Change Log

Bug Fixes
  • Fixed an extremely rare crash caused by reloading a game when a villager is en route to pickup a resource, and the system checks to see what that resource is.
  • Autosave no longer causes the screen to flicker when the game is in full screen mode.
  • Fixed a bug that could cause villagers to enter in and out of combat when certain spells were cast.
Miscellaneous Changes
  • 4 new maps added to the world map; Newdragon, Black Coast, Strongvale and Death Pass.
  • Overhauled the autosave system, reducing the overall memory load, save speed and "jitter" when an autosave is executed.
  • The settings menu can now be accessed while playing.
  • Made the world map and skirmish buttons more obvious in the main menu.
  • Doubled Essence Collector's generation rates, maximum energy and slightly increased fuel duration.
  • You can now use "Edge Scrolling" map movement, as seen in Starcraft, Command and Conquer, etc. This is disabled by default, and must be enabled in the settings menu.
  • Tightened up map movement a bit.

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#5310 Launch of the (Currently Very Empty) Rise to Ruins Official Wiki.

Posted by Rayvolution on 29 January 2017 - 09:22 PM

Greetings everyone,
 
It's finally time to start putting together an official wiki!
 
So, it's all-gamers-on-deck, the new Wiki has been setup, configured and ready for you guys to edit. I'll be along for the ride too, adding as much detail as I can (and cleaning up the mess) as we go.
 
If you want to dive in and help out in the wiki's early days, you're more then welcome to head on over and get started!
 
Thanks in advance for your future hard-work!

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#5278 RNG on pregnancy / nomads?

Posted by Rayvolution on 14 January 2017 - 09:54 PM

Answered over here, before I saw this post. :)

http://steamcommunit...61352654464427/
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#5273 Build InDev 24 Unstable 4 Released

Posted by Rayvolution on 11 January 2017 - 09:13 PM

Click here for help on accessing the Unstable branch!
 
Here it is, hopefully the last Unstable patch before our long time coming next stable release! This patch brings in the last of the building upgrades for this patch cycle, as well as a bunch of bug fixes, and minor adjustments. There's still a few loose ends to tie up, but the meat of InDev 24 has been completed. So test the hell out of this one!
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 24 Unstable 4 Change Log
 
Upgrade and Village Efficiency System
  • Added the new upgrades for the Armorsmithy, Toolsmithy and Forge.
  • When upgraded, the Armorsmithy, Toolsmithy and Forge increase their respected worker counts, storage space and work speeds.
Miscellaneous Changes
  • Reorganized the work priority for refining a bit, making it a bit more efficient.
  • Armorsmithy and toolsmithy can no longer store iron ore.
Bug Fixes
  • Fixed a crash when you use the grab spell off of the map.
  • Fixed spawn rate adjustments when right clicking in sandbox mode.
  • Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
  • You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
  • Fixed a bug that wouldn't allow you to upgrade or dismantle roads if the way maker shack was being upgraded or build.
  • Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.
InDev 24 Unstable 3 Change Log
 
Upgrade and Village Efficiency System
  • Added the new upgrades for the Bowyer, Rock Tumbler and Way Maker Shack.
  • When upgraded, the Bowyer, Rock Tumbler and Way Maker Shack increase their respected worker counts, storage space and work speeds.
Performance
  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.
Miscellaneous Changes
  • Removed the working block when a villager is starving.
  • Nomads can never spawn in groups larger than 10.
  • Changed mentions of Retro-Pixel Castles to Rise to Ruins in the game code.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and triples the durability of armor.
  • Updated the pre-load splash image.
Bug Fixes
  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.
InDev 24 Unstable 2 Change Log
 
Upgrade and Village Efficiency System
  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.
Miscellaneous Changes
  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)
Bug Fixes
  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)
InDev 24 Unstable 1 Change Log
 
Upgrade and Village Efficiency System
  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.
Bug Fixes
  • Monster spawn points that get in range of the village no longer count towards the village's building count.
Miscellaneous Changes
  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.
Known Issues that will be resolved before the stable build
  • None!

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#5263 Build InDev 24 Unstable 3 Released

Posted by Rayvolution on 02 January 2017 - 04:19 AM

Click here for help on accessing the Unstable branch!
 
The first patch of 2017 has arrived! InDev 24 Unstable 3 has been released. This patch adds upgrades to the Bowyer, Way Maker Shack and Rock Tumbler, as well as a bunch of optimizations, bug fixes and balance adjustments. Hope you like it!
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 24 Unstable 3 Change Log
 
Upgrade and Village Efficiency System
  • Added the new upgrades for the Bowyer, Rock Tumbler and Way Maker Shack.
  • When upgraded, the Bowyer, Rock Tumbler and Way Maker Shack increase their respected worker counts, storage space and work speeds.
Performance
  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.
Miscellaneous Changes
  • Removed the working block when a villager is starving.
  • Nomads can never spawn in groups larger than 10.
  • Changed mentions of Retro-Pixel Castles to Rise to Ruins in the game code.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and triples the durability of armor.
  • Updated the pre-load splash image.
Bug Fixes
  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.
InDev 24 Unstable 2 Change Log
 
Upgrade and Village Efficiency System
  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.
Miscellaneous Changes
  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)
Bug Fixes
  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)
InDev 24 Unstable 1 Change Log
 
Upgrade and Village Efficiency System
  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.
Bug Fixes
  • Monster spawn points that get in range of the village no longer count towards the village's building count.
Miscellaneous Changes
  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.
Known Issues that will be resolved before the stable build
  • None!

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#5250 101 Little Suggestions, Issues, Mistakes, etc

Posted by Rayvolution on 17 December 2016 - 08:53 PM

Phew. Read through everything. As I play catch up over the next week I'll try to address everything..

 

For now though, I've ran through and fixed all the tip typos. Good eye. ;)

 

They're a bit hard to proofread on my end, so I suppose it's easy for me to miss things.

 

Here's what it looks like on my end.  :rolleyes:

http://hastebin.com/qecobezuci.sm


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#5208 InDev 24 Road Map - The Upgrade Update

Posted by Rayvolution on 23 November 2016 - 12:20 AM

Yes, you read the wacky title correctly. ;)

InDev 24 will primarily be focused on fleshing out the new upgrade system introduced in InDev 23, adding upgraded phases for a large amount of the existing buildings, including all of the harvesting, manufacturing and refining buildings.

The change log for this one will look pretty straight forward, as no new mechanics are planned for this patch (Drawing all these new building phases takes a ton of time time!) but I will be doing a few balance adjustments, optimizing and minor game play tweaks as per usual. Looking forward to seeing your feedback once the first Unstable build is released. :)

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 24 Road Map

Fleshing Out The Upgrade System
  • 2 upgrade phases will be added to each harvesting, manufacturing and refining building (The Crystal Harvestry, Lumber Shack, Mining Facility, Armormsmithy, Bowyer, Toolsmithy, Tumbler, Way Maker Shack, Crystillery, Stone Cuttery and Lumber Mill)
  • Most of the initial buildings may be nerfed a bit, but also cheaper to build. So you'll be able to get job types available faster, and upgrade the buildings later as you need more workers.
  • Time permitting, the Kitchen, Clinic and some other buildings may also get 2 upgrade phases.

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#5163 Build InDev 23 Unstable 1 Released

Posted by Rayvolution on 02 November 2016 - 03:20 PM

Click here for help on accessing the Unstable branch!
 
InDev 23 Unstable 1 is here! This ones a fairly decent sized patch, adding the foundation for the new upgrade system, a ton of small balance changes, adjustments to many of the existing mechanics, tons of code cleanup, and last but not least, a new upgradable Camp that will eventually become a CASTLE!

Also, don't forget about the ongoing screenshot roundup!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Unstable 1 Change Log
 
Upgrade System
  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.
Construction Limits
  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)
Performance Settings
  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.
Bug Fixes
  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.
Miscellaneous Changes
  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.
Known Issues that will be resolved before the stable build
  • Some in-game and loading tips may be inaccurate.

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#5142 Tying Everything Together - World Map Campaign Progression, etc.

Posted by Rayvolution on 14 October 2016 - 07:10 PM


Geez dude, tl;dr! Trololol... But seriously, thanks for taking the time to reply! :) I hope it's not setting you back tooo much more. :P
 
You've set back RPC's release date about an hour, you're a terrible person and you should feel terrible! ;)
 

Catching graveyards in the process of spawning, when they are hammering up their HP, it did seem like it had been built by a mob. But I wasn't sure, as there didn't seem to be any mob building animation (like as with villagers). It would be cool to have the monsters seem like a bit of an "I am Legend"/Morlock/whatever counter-culture, with some hidden depths (to be revealed).
 
Yeah, being built by the mobs is sort of only half-correct. I guess a more correct way of looking at is it they're generated by mobs, but they're built on their own automatically.
 
I do plan for them to actually be built by the mobs though, but the AI needed to run the harvesting and building (Similar to how Villagers do things) is going to be a bit complicated, so I haven't added it yet. But I want them to actually "Build" them in the future. :)
 

Is there a chance you have a glitch whereby new graveyards can't be built atop locations where old ones were previous built and destroyed? I can't be sure, but after bombing them out they don't seem to come back much at all, certainly not as fast or dense as they initially seemed to.
 
Nope, they can be rebuilt (just tested to be sure). Probably just dumb-luck you're not seeing new ones in the old one's place.
 

As for difficulty scaling, I don't know TES Oblivion, but I'm thinking that it would be more pushing back against overly ambitious rate of play: as with Terraria, if you go at a gentle pace, making every set of armor and weapons along the way and taking the time to max out reforges, etc, then it feel easy, but trying to speed-run the whole thing (say, in one day) means being under-geared and having to make big steps up in difficulty. Walking through waist high water is fine, but running is nigh impossible. Not so much to force players to do things at a certain pace, but to provide a greater challenge if they want to set one for themselves.
 
In Skyrim, every region slowly scales up with the player to an eventual "peak". So there's still "newbie areas" and "Will get your ass kicked as a newbie" areas. Where as in Oblivion, while there was still a little bit of a lean to "easy" and "hard" areas there was no real logical cap.
 
A typical scenario in Oblivion is the newbie area right outside the castle you start in would have minor monsters, like wolves or poorly equipped bandits with little to no armor and maybe a dagger or wood bow. As you leveled the mobs in the area would get better stats and better gear, to the point you'd have completely ridiculous situations like regular trash-mob bandits equipping glass armor and swords (High end gear) and still do silly things like demand "20 gold to pass or they'll kill you", when their own armor is worth like 2,000GP. It just made no sense what so ever, and was completely unrealistic.
 
Skyrim (as well as Fallout 3 and 4) does a much better job, the regions do still scale with your level, but they all have "Top and bottom" caps, once past the area won't continue to progress, so newbie areas remain newbie areas.
 
But anyways, that's what I want to avoid. I want "Day X" to be roughly the same for every player on that map. The only variables might be situations where building certain buildings might attract more spawns, like a butcher shop or a sheep farm might attract more wolves to spawn. But it wouldn't be something as silly as if player A builds an entire village 4 times the speed player B, player A's "Day 3" is just as hard as Player B's "Day 12". That's completely unfair and feels like it defeats any will to play the game better as you'll just be punished for it.
 

Maybe add loot magnet towers/buildings to less painfully extract drops from one's maze. Maybe have (certain) mobs rarely dropping metal ores (as Terraria does with slime mobs and fishing now).
 
That'd be an interesting late-game mechanic, maybe a magic powered item magnet near the "kill zone" that sucks things in and drops them in storage buildings. But that's something I'll have to plan for later, since obviously I need a lot of other mechanics in the game first. :)
 

Do you think something like a monster stork, that has a chance to spawn on each child birth (say after having 4 or more children there already), can fly over walls and abducts child villages, would be too punishing? Would help prevent complacency after maze setup... ;)
 
Nah, still like that would be fun if done right. I actually considered adding something like that already. Like a witch mob that would sneak in the village and try to kidnap and eat children.

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#5139 Tying Everything Together - World Map Campaign Progression, etc.

Posted by Rayvolution on 14 October 2016 - 01:51 PM

*Cracks knuckles*
 

+ My Main Thrust With This Thread:
 
There are a whole load of great little player suggestions for adding this feature or that, and a metric-bunch-ton of additional content that you have alluded to on various threads that I'd love to see. (I've researched as best I can, here and on Steam.) However, these mostly treat 'the game' as playing an individual map, in isolation. As such, they only add small increments of extra play. Also, as of inDev22, I'd say that barely half of that (building types, etc) are needed to get to a point where you can feel like you've won.
 
What I'm most eager to see implemented is the frameworks that tie playing multiple maps together in a structured and purposeful manner. Some relatively modest additions here could easily multiply the player engagement time 2-10 fold.
 
Certainly agree, my overall endgame focus is tying all this stuff together into a "world" to play in. I have tons of plans to do that, and oddly enough it sounds like we're both on a similar page on how I expect to accomplish it.
 

Also, you said that you were aiming at one point (I think I saw) to have a complete game very roughly around 2015, so it's easy to be a little concerned about development getting stuck in a kaizen (continual improvement) situation, adapting to feedback, too. I think it might be good to be able to move RPC towards being a truly releasable whole while still continuing to augment (and refine) it with additional free content - the Terraria model that's been pretty successful. :)
 
I think that estimate is going to come back and haunt me forever until I finally leave Early Access. The original game design was no where near as complicated as the game became after all the feedback. I don't mind though, it's a better game for it.
 
I actually am modelling my development plans after other "Sandboxy development" style games, Terarria and Don't Starve quickly come to mind. RPC, like the other two mentioned, is the kind of game that can never actually be completed. I could just keep developing endlessly. But, I would like to reach a "Warm and fuzzy" point in development where I feel the game is complete enough to be called "complete" without any additional content. Once I reach that point, I'll leave Early Access (and then, continue to develop it anyway).
 

I was going to say that the AI was excellent and left nothing to be desired. Certainly they are pretty robust at not getting killed, fleeing overwhelming situations, etc. Although, as I looked closer to qualify this, I noticed how painful the process of building a single wall section can be, with villagers coming in from all over to each give it a little hit in turn, (or running around the other side for no particular reason). Presumably largely intended, to make building look more involved. Then I also saw a farmer die of starvation while carrying home a carrot... But I don't think this is a micro-managing game and these niggles go away if one can relax to take a broader view.
 
There are a lot of neat little details down there too, that are great to discover: them chatting away, their names, etc. But I actually like that there is much oversimplification, abstraction and not trying to be too 'realistic' to real world technologies. I anything, I think it could bear to develop in more fanciful, perhaps slightly silly/entertaining mechanic directions, a little like Theme Hospital diseases, say. The minimalism of no time factor control is a good simplicity. When I have such luxuries I tend to over-use them (e.g. in Stronghold HD recently), getting bogged down in slo-mo, trying to finesse everything perfectly (or worrying that I'm not).
 
Heh, AI is very complicated to program on this level. I'm always trying to improve it. It's a tall order though. There's also tons of micro-problem solving that has to go on that otherwise could be ignored completely in a traditional RTS where you can just order your units to go where you want.
 
Your wall story is actually perfect example of the problem. For a human player, it's easy to see where the most logical work location on a wall is and who should be sent to do it, for a computer, not so much. I already put in quite a bit of checks to try to pick the best location to work, but those can quickly fail in random situations. For example, the workers always try to work on the wall on the "In range" side, so they don't trek halfway across the village and around the wall to work on the other side. Problem is, what if a villager is already en route to the soon-to-be-out-of-range  "wrong side" because there's a nice big open space (and thus the range map wraps around and the other side is in fact, in range), but while en route the space is closed off? What now? Should it repath around the wall, pick a new wall, pick a new more reasonable work location? Even worse, what if he made it to the other side of the wall and the opening he used was closed off *after* he made it through? Now he's trapped outside in a dangerous area. A human would quickly see the problem and fix/prevent it. The computer needs to have a special branch in the AI to handle all those specific scenario.
 
The workers doing their "one hit and done" thing is another good example. I actually have an AI subbranch already that handles that, as soon as a worker completes their job they instantly try to "repeat" the job so if there's more to be built, he'll just keep on chugging away. But only so many workers can work on a building at once. So sometimes with low-resource objects (Walls especially) you may be left in a scenario where another worker(s) are already en route to do their "hit" on the wall, and thus the worker already there wouldn't have any valid work to do on the wall even though it's not completed yet because there's other workers already assigned to the remaining work on their way. A sub branch can (and eventually will) be added to solve that problem as well. But for now, it leaves the door open for some stupid behavior.
 
Lastly, the farmer is actually a bug. I'll need to look into that. When a villager is starving, the first thing he should do is check whats in his hands, and if it's food, equip and eat it. For some reason the farmer isn't doing that! It's possible that the farmer's delivery AI is overriding his hunger checks. :)
 
But, I'm not really making excuses for the behavior, all the problems you've described are on my list to fix. AI just seems to be a never-ending always-improving aspect of the game, since the AI in this game is incredibly more complicated to program than most (even other village sims) because of the complete "hands off" controls.
 
 

I generally dislike the concept of games scaling enemy health bars entirely arbitrarily to match player ability, worst still if the game asks up front how big they want those bars to be; the game should be the game, a problem set to be solved. But there could be more mechanics in RPC that calibrate around player progress to step things up at various waypoints.
 
Currently, it seems like monsters/graveyards spawn in a kind of open-loop style, at predetermined time, without any feedback...(?)
 
I absolutely hate games that scale with the player, it just doesn't make sense to me. (See: TES Oblivion). It makes it feel like you're being punished for knowing how to play.
 
The spawns are actually running off an RNG, each mob has an X in Y chance of creating a spawn. But, because there's so many mobs, even though it technically runs on an RNG, it averages out to appearing like a predetermined system on a clock. But it's not. :)
 
The spawn creation system is in it's infancy, only added a few patches ago and mostly ignored since. I'll no doubt head back and redesign a more complicated system. I'd like something that feels more like the monsters are making various little "camps" around the map, not just random spawn points popping up all over.
 

I think that can make sense for a skirmish, or a future sub-type of skirmish(?), where one is litterally trying to see how long one can last on a map as things ramp up inexorably. (As per your initial "no winning" goal, that's still up here on the website.) The reward for that could be as simple as an end score, ideally tracking personal bests (like Don't Starve), ranking Steam friends, for that top spot, and globally (like Defence Grid, Infinifactory, etc). Maybe it's even possible to still beat (some of) them, in theory, if you're insanely clever at it. So then the aim becomes maxing out parts of the scoring metric (like Magicka missions). I don't know how tricky a scoreboard system would be to setup and maintain from a Dev perspective(?).
 
As cool as a scoreboard will be, you'll probably never see one. Mainly because I haven't (and don't plan to) code in any sort of cheating/hacking protection what so ever. So the scoreboard would just end up a train wreck if the game ever became a huge hit.
 

But for the campaign maps, perhaps it might make more sense that rate of graveyard spawns ramps up (asymptotically) towards a set level, such that the more you weed out, the faster they grow back.
 
I like that idea, I'll keep it in mind when I eventually overhaul the spawning mechanics. ;)
 

And how about setting that level somewhat like Terraria does, where reaching certain conditions (e.g. player max health) triggers an increase in monsters and/or a boss. And/or taking explicit objectives might instigate a 'hard mode' thereafter, which is itself necessary to access higher tier builds.
 
Huh, I had an idea like this. But (as I said previously) I hate games that scale with the player. But if done correctly, it can be done without feeling like it's punishing the player, more so than it's just a dynamic of the game play you have to deal with. The idea I was tossing around what certain building types would attract certain monsters. So if you say, had more churches, you'd get more undead. If you had more farms, you'd get more animals like badgers, rabbits, etc. Sometimes these would result in triggering possible events, like boss spawns, if you had enough of certain types of buildings. I have to walk a tightrope to make it feel like it's not punishing players though, because that's no fun. Attracting wolves because you have a butcher in your village makes sense, just making the game harder because you're better at playing doesn't.
 
But, this is just a random idea I was tossing around. It's not planned at all right now.
 

Although I agree that you shouldn't try to shoehorn in a 'story', per say, it'd be cool to think you have some kind of underpinning concepts in mind, even if they are barely ever hinted at. (I imagine you do already...?)
 
I have a bunch of lore I want to properly write and get out to you guys, not a story at all though. Just an explanation for why the world is the way it is. But since that sort of information is more "Gee-wiz" than actually important to the game, it's really far back on the back burner. It might not even makes it out before leaving Early Access.
 

+ Focus on Expanding Tower Defense, Please:
 
I have multiple patches planned for this, and they'll probably be somewhat soon (Possibly InDev 25? We'll see how it goes. InDev 23 and 24 are pretty much locked in right now).
 
I'd like, at an absolute minimum, at least one tower for every tower defense "stereotype" we're all used to. Like RPC-lore-equivalents to traditional gun, sniper, rocket, boost, quake and slow towers. I'd also like to have tower upgrades as well, and those may actually come sooner than the new towers do.
 

+ Monsters the Problem *and* the Objective:
 
Get out of my head! This was pretty much exactly what I was planning. Although the idea was to attract/trap/kill them rather than go out and hunt them.
 
I just can't do much about it now since I lack the buildings needed to work with "Zombie skin", "Bone Meal", "Gooey Slime" or whatever. :)
 
For now though, I have to go. I'll come back and continue my reply later, but this should be plenty to chew on for a bit. :)

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#5131 Roads and Walls pain

Posted by Rayvolution on 13 October 2016 - 03:40 PM

Line tool is definitely planned for both roads and walls. It's just a bit on the back burner right now. It'll basically work by selecting point A then either selecting point B or dragging to it. (So, pretty much what you're describing!). :)

As for the road auto-upgrading, I'd like to add this in as well, but from a interface standpoint I'm not sure how. It would be very simple to add a "Upgrade until maximum" flag, but in the future that won't be an ideal solution, because someday more complex/expensive roads will be added (The next one above the current max will require iron for example). So if players went and assigned roads to be "upgraded to max" it would get very expensive, very fast.

 

What I'd like to do is an "Upgrade until <Road type selected>". But I haven't decided the best way to do that yet. Currently I've been tossing around the idea of making the road selection "stack", and when you re-select an already selected road it adds +1 to the queue, triggering it to build the next 2 road types (or more). But that might get annoying, because it may require you to select the ground 5+ times to stack the selection from no road all the way up to the maximum road type.


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#5127 InDev 23 Road Map - The Castle Update

Posted by Rayvolution on 13 October 2016 - 12:17 AM

"What? You mean Retro-Pixel Castles is finally going to have castles?" Yep! That's right. The time has finally arrived to start working on the castle and upgrade mechanics for the game. InDev 23 will mostly focus on adding a new upgradable village center, that will eventually turn into a towering castle, as well as lay the groundwork for upgradable buildings all across the village in future updates.
 
This update has been a long time coming, and I'm really excited to get it out to you! I've actually been working on this update through a large chunk of InDev 22's development cycle, so I already have some fun bits scattered around Twitter for you to look at, like an early work-in-progress shot of the castle artwork!
 
If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)
 
Also, don't forget to submit your screenshots to the latest Screenshot Roundup!
 
InDev 23 Road Map
 
The Castle and Building Upgrade System
  • The Village Center will now start off a small, extremely easy to build structure, and you'll be able to use excess materials to slowly upgrade it into a towering castle.
  • Every upgrade will allow you to place more buildings, store more resources and assign more builders.
  • Other buildings will also be able to be upgraded in the future, like the Lumber Mill, Mining Facility, Farms, etc. A few of them may make it into InDev 23, time permitting.
Building Restriction System
  • You will now only be able to place a set amount of buildings, the amount you can place will be tied to your Village Center/Castle. The more upgraded the Village Center, the more buildings you will be able to place.
  • The system is not meant to overly restrict the players, but is designed to encourage you to eventually replace low-value buildings (Like Tents) with higher-value buildings (Like Hovels) to utilize your building limits more effectively.
  • Walls and roads will not be counted against this system, and you'll still be free to place as many as you'd like.
Miscellaneous Changes
  • The Golem AI will be redesigned, making Golems less CPU intensive and hopefully a bit more intelligent. This should help fix a lag issue many players are having late-game with village designs that are mostly golem-dependent for their defenses.
  • A new tile loading system will be added, reducing memory usage and load times.
  • New shadow rendering system, that will allow for some more realistic shadows on certain terrain and objects.
  • More walls types will be added that can be used to create wall "groups", to accompany the new wall priority system added in InDev 22d. For example; red wood walls, blue wood walls, and yellow wood walls, that each have the same stats as a standard wood wall, but get their own grouping in the priority list.
  • As always, more bug fixes and small optimizations!

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