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Rayvolution

Member Since 10 Jul 2014
Offline Last Active Oct 15 2019 01:40 PM
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#5113 04/09/16 - Mac Sierra- Game Will Not Start (22b)

Posted by Rayvolution on 04 October 2016 - 01:35 PM

It seems re-installing the game did the trick ;) Thanks for your support!

Loving the game, keep up the amazing work!

 

Weird, reinstalling shouldn't of fixed it if the .command file worked. There may be something funky in Steam's launcher configurations I'm not aware of though, but either way, glad it's working! :)


  • 1


#5093 inDev 22 edit wip in-use

Posted by Rayvolution on 30 September 2016 - 02:01 PM

https://www.dropbox....TNiXeuyB8a?dl=0

 

Is there anything I can do to help?

 

Strange, it looks like you tried to rename the map in-game and the map changing function failed halfway through. I manually made the remaining changes it refused to, here's your now working map. ;)

 

http://retropixelcas...andonedFort.zip

 

You'll have to delete the old Eas folder out or /maps/UserMaps/ though, else the game will continue to crash.

 

I'll poke around and try to figure out why it failed to complete the rename process. But for now, at least your map works!


  • 1


#5064 Let's add some more hotkeys!

Posted by Rayvolution on 12 September 2016 - 08:15 PM

Hey everyone, part of InDev 22's GUI update will also involve adding/changing several of the hotkeys in the game. If there's any new hotkeys you'd like to see, feel free to post in the comments below. I will try to add as many as it makes sense to add. :)


  • 1


#5062 Build InDev 22 Unstable 1 Released

Posted by Rayvolution on 08 September 2016 - 11:26 PM

 
The new GUI is here! InDev 22 Unstable 1 introduces the first draft of the brand new, completely rewritten from the ground up GUI! Hopefully you guys will enjoy it. Let me know down in the comments what you think, and ways you feel it could be improved.
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 22 Unstable 1 Change Log
 
GUI Changes
  • Basically everything. (But the main menu!)
 
Miscellaneous Changes
  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • Updated Song: Settle At Dawn.
  • Made silk drops less common.
 
Known Issues that will be resolved before the stable build
  • A large amount of the tips reference the old GUI button locations.
 

 


  • 2


#5030 InDev 22 Road Map - The Interface Update

Posted by Rayvolution on 21 August 2016 - 09:11 PM

InDev 22 is a long overdue interface update. Possibly not the most exciting update, but certainly one that will cover a ton of player feedback and requests I've been getting over the months as the existing GUI has slowly become ever more complicated and overbloated. I'm really looking forward to completing it, and I think a lot of you guys will very happy with the results. :)
 
I've posted a few prototypes on twitter using temporary art over the past week or two, and I've already started coding the various elements into the game.
 
Concept art (Photoshopped) of the new layout design. (Note that it is in the lowest resolution the game supports, for most of you it won't look remotely as cluttered!)
 
Prepping the new GUI concept art for use in the game code.
 
Semi-functional prototype of the new right panel

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. :)
 
Due to the nature of the update, I won't be posting my usual bulleted breakdown, since there's really only one all-encompassing change, the totally brand new interface!
  • 2


#5025 RPC Map Generator

Posted by Rayvolution on 18 August 2016 - 10:10 PM

Cool little application. ;)


  • 1


#4997 InDev 21 - The Inventory Update - Released!

Posted by Rayvolution on 08 August 2016 - 07:19 AM

InDev 21 has been released! This update brings in a ton of gameplay balance changes, some bug fixes, and most importantly, an entirely new inventory system. I hope you guys enjoy this version, it's took almost 2 months of code overhaul and a ton of content to make happen. :)
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 21 Change Log
 
Inventory System, Items and Equipment

  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes

  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes

  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for villagers.
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes

  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel and help tips.

Interface Changes

  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Added a resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.
  • Fixed a bug where children were counted as available workers in some areas of the GUI.

Miscellaneous Changes

  • Rock resources last twice as long now.
  • Spectures now start spawning at day 10, rather than 8.
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.
  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lemtzas of /r/gamedev)
  • Added most of the new villager names supplied by the community to the name database.
  • Broke the storage buildings list up into categories so it will fit in the GUI.
  • Added new song "Winter is coming"

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#4984 Build InDev 21 Unstable 2 Released

Posted by Rayvolution on 03 August 2016 - 02:26 AM

 
The first August patch has arrvied! Unstable 2 wraps up some loose ends with Unstable 1, fixes a few bugs, adds a ton of names you guys provided to the names database and adds a new persistent resource selection system. Now, when you select resources they'll remain selected even after they've been exhausted, so when they regrow the villagers will go back and reharvest them!
 
The stable release is just around the corner, so be sure to bug-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 21 Unstable 2 Change Log
 
Bug Fixes

  • Fixed a bug that would sometimes cause the game to crash if a resource decayed while it was raining or snowing.
  • Healing items are now properly consumed when used.
  • Removed a few stray pixels from the Way Marker's building art.
  • Fixed names of the mineral and equipment storage buildings in the GUI.
  • Applied a possible fix to a sorting error in the resource rendering code.
 
Miscellaneous Changes

  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lamtzas of /r/gamedev)
  • Added eating animation for children
  • Added most of the new villager names supplied by the community to the name database.
  • Readded the top resource bar, and added more resources to it.
  • Broke the storage buildings list up into categories so it will fit in the GUI.
 
InDev 21 Unstable 1b *HOT FIX* Change Log
 
Bug Fixes

  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.
 
InDev 21 Unstable 1 Change Log
 
Inventory System, Items and Equipment

  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.
 
AI Changes

  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.
 
Food Changes

  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.
 
Bug Fixes

  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.
 
Interface Changes

  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.
 
Miscellaneous Changes

  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.
 
 
Known Issues that will be resolved before the stable build

  • Many of the new jobs don't have correct clothing colors yet.
  • The resource list in the World Map view does not fit inside the GUI.
 

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#4983 My first successful game - is RPC too easy?

Posted by Rayvolution on 02 August 2016 - 03:49 PM

Sounds like you hit the content wall!

 

Honestly the game play reminds me a lot of Don't Starve, even though the genres are completely different the core philosophy is the same. The game is extremely brutal if you don't know what you're doing, and through trial and error you eventually figure it all out. Problem is, once you master the game it almost puts you into a "Can't lose" situation instead of being a brutal, challenging game like it's intended to be.

 

It's something I hope to correct with more content in the future, by adding more and more late game content/events pushing out the content wall as far as I can. Although I don't know if there will ever be a way to keep it from happening, because as the players continue to master the content, they'll inevitably be able to survive forever. But, if I can push that content wall out so far that by the time you get there you've pretty much exhausted all the fun you should get from the game before moving on to the next anyway, I think people will be happy. :)


  • 2


#4959 Build InDev 21 Unstable 1 Released

Posted by Rayvolution on 28 July 2016 - 07:52 PM

Click here for help on accessing the Unstable branch!
 
The long awaited, massive InDev 21 Unstable 1 patch has finally arrived! This patch has loads of new content, mechanics, optimizations and features, but it's main focus was on the brand new mob inventory system!
 
As I've stated a few times on the forums, this is a huge patch, and a lot of the content was "all or nothing". Since the main focus was the inventory system, there was a lot of mechanics and features that had to be implemented all at once to work properly, as they relied on each other to function. For example, I needed an inventory system, item system, ways to manufacture the items, and AI related to item usage all written at the same time else none of it would work on it's own. Thus, the unusually long patch cycle. But, I can assure you all the content in this patch covers over a month of work all at once, in one big bang! :)
 
Luckily, Unstable 1 is almost the entire InDev 21 patch, the following Unstable patches will mainly focus on fixing bugs, polishing up the new content and adding all the new villager names you guys provided.
 
I look forward to hearing your feedback! There's a ton of changes, so keep on the lookout for bugs to smash!
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 21 Unstable 1b *HOT FIX* Change Log

Bug Fixes
  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.
InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.
AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.
Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.
Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.
Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.
Miscellaneous Changes
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.
Known Issues that will be resolved before the stable build
  • Children do not have an "Eating" animation yet.
  • New villager names database needs to be added.
  • Many of the new jobs don't have correct clothing colors yet.
  • The storage buildings page in the build tab no longer fits inside the GUI

  • 2


#4823 Build InDev 20 Unstable 2 Released

Posted by Rayvolution on 13 June 2016 - 05:45 PM

Click here for help on accessing the Unstable branch!

Unstable 2 has been released! You won't see anything in the way of content in this patch (Sorry!), but I've greatly optimized the game's underlining code. You should see huge performance improvements if your bottleneck was your CPU! Guys with lower end GPUs should also see some improvements, but the big changes are on the CPU side of the house.

I look forward to hearing your feedback on the new performance changes. Let me know down in the comments the specs of your machines, and the performance improvements you've seen! :)

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

InDev 20 Unstable 2 Change Log

Optimization

  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.


InDev 20 Unstable 1 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.


Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.


AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.


Miscellaneous Changes
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.


Known Issues that will be resolved before the stable build
  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.


  • 1


#4813 Build InDev 20 Unstable 1 Released

Posted by Rayvolution on 10 June 2016 - 04:04 PM

Click here for help on accessing the Unstable branch!

The first InDev 20 Unstable build has arrived, featuring the new worker assignment system. This patch may seem rather small on the surface, but required quite a lot of AI and GUI rewrites to make happen. A large amount of the old code interacted directly the with worker's assigned building, but now workers are no longer assigned directly to a building, rather than they are assigned a job then find a building to work with. Because of this, it's possible you may find some AI or interface glitches you probably aren't expecting, so if you do, be sure to report them!

Let me know down in the comments if you like the new system! In some ways, it can be a bit more complicated at first. But once you're used to it, it reduces quite a bit of micromanaging. :)

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

InDev 20 Unstable 1 Change Log

Workforce System

  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.

Bug Fixes

  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.

AI Changes

  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Miscellaneous Changes

  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.

Known Issues that will be resolved before the stable build

  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.

  • 1


#4798 InDev 20 Road Map - The Worker Update

Posted by Rayvolution on 03 June 2016 - 11:50 PM

The big two-oh is on the way! This update is going to mainly focus on the new worker system and the AI associated with it. The plan is to clean up some of the forced micromanaging of work/job assigning and pass off some more control to the villagers, making a more streamlined system that you still have a good amount of control over if you still want to micromanage it.

This update is also going to focus on optimizing the game's CPU, GPU and memory usage as well as run through a lot of code cleanup. Thus why the road map is shorter than usual, but as always you will still be seeing other smaller content additions in this patch as well.

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 20 Road Map

Worker Assignment System
The new worker assignment system will remove the per-building worker assignment system entirely, replacing it with a new global drop down panel. The new panel will allow you to set the desired amount of villagers you want, up to the maximum provided by the buildings. You'll be able to set the desired villager count higher than your actual population, and as villagers grow into adults or a worker dies they'll automatically fill the available slots doing their best to manage/balance the job assignments.

  • The entire per-building worker assignment system will be removed, replaced with a single global panel to interact with all the job controls in the entire village at once.
  • Work buildings will no longer "house" workers, instead they will provide extra slots to your global maximum workers (Example: 2 Lumber Shacks will no longer house 12 workers each, they will provide 12 worker slots to the maximum pool for a total of 24 workers that can be assigned)
  • Rather than assigning villagers directly to jobs, you will set a maximum desired workers. This number can exceed the maximum population, but not the maximum worker slots provided by the buildings.
  • Workers will be able to freely quit/change jobs as they like, based on the workers desired for each job. Meaning if a job type is extremely low on current workers, and another isn't, they may quit their current job and pickup a new one. (Example: you have 32 villagers and you've set the desired builders to 32 so they all decide to become builders. Later you build a farm and set the desired workers to 8, some of the builders will quit their job and they'll become farmers even though it would take the current builders count below the desired builders count, because they will do their best to maintain the same percentage of assigned workers to desired workers across the board.)
  • Buildings that provide worker slots will automatically set the desired worker count up by the amount they provide when they are built. This way, you will never have to increase the desired worker count unless you've previously lowered it to force workers into other jobs. (Example: You build a Lumber Shack, the game will automatically increase the desired Lumberjacks by 12, and if possible, workers will start becoming lumberjacks unless you explicitly go into the worker panel and lower the desired amount.)
  • When a worker changes or quits a job, he will first visit a work building associated with that job rather than the job being assigned instantly.

 


  • 1


#4792 where you learn to do this?

Posted by Rayvolution on 02 June 2016 - 11:23 AM

The internet. ;)

 

I'm completely self taught, I started off watching YouTube tutorials, bought a few books, then expanded from there. Although if you want more specifics, I bought these two books and read most of them:

 

http://www.amazon.co.../dp/0596009208/

http://www.amazon.co...dp/1890774898/\

 

I watched every single one of these videos in this tutorial, from start to finish, skipping nothing;

https://thenewboston...deos.php?cat=31

 

.. and that of course, was just the start. I also joined the java-gaming community to learn from other hobbiest, ran around on /r/gamedev on reddit for a while and every time I needed to learn something complicated (Pathfinding for example) I spent a week or so reading tutorials and designing prototypes.

 

So basically, I just learned everything online, not being afraid to tackle the tough subjects. If you're dedicated enough, formal education will go painfully too slow. I'm not knocking it, but college level programming courses go extremely slow compared to what you can do on your own if you're truly interested in becoming a programmer..


  • 1


#4786 InDev 19d - Optimizing Update - Released!

Posted by Rayvolution on 01 June 2016 - 02:37 PM

InDev 19d has been released! InDev 19d's entire focus was simply to make the game run better. Let me know down in the comments if you've noticed any improvements! The game has been optimized on all fronts (CPU, GPU and Memory usage) so it should run a bit faster for everyone across the board.

NOTICE FOR 32 BIT WINDOWS USERS
I've also included an experimental launcher for 32 bit windows machines that may help a with memory allocation issues. So for the few of you still out there on 32 bit machines, you may get a decent performance bump. But, this launcher has not been thoroughly tested. All of my test machines are 64 bit, and as such while I can test the 32 bit launchers, the memory allocation works very different when launched on a 64 bit OS. As such, I can't properly test memory allocation in a 32 bit environment. So please let me know if you have any issues!

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

InDev 19e *HOT FIX* Change Log

Bug Fixes

  • Fixed a bug that could cause terrain to regrow exponentially, causing the game to eventually crash.
  • "Settle At Dawn" track now plays properly when starting a peaceful or sandbox game.


InDev 19d Change Log

Optimizations


  • Added a more intelligent image loading system that will eliminate any images being loaded more than once unnecessarily.
  • Greatly optimized and reduced the memory usage of the shadow, particle, collision and depth systems.
  • Multithreaded the particle update system, now the particles will run their update logic across all cores of your processor.
  • Improved rendering performance of particles by about 20-30% on most GPUs.
  • Improved the performance of the Map AI system (Controls map-wide terrain AI, like resource growth.)
  • Updated the splash image when launching the game in Windows.
  • Added an experimental launcher for Windows32 users that could improve memory allocation.


Bug Fixes


  • Fixed a bug that would allow you to set the spawn caps/rates in sandbox mode to negative values
  • Fixed a crash in Sandbox Mode if you held shift while using grab on the terrain.
  • Fixed a slowdown when Golem Combobulators couldn't find any resources in range.


Interface Changes


  • News feed font is no longer uppercase.
  • Increased the font size of the help tips.
  • Increased font size of the spell descriptions.
  • Increased maximum particles you can spawn in sandbox mode to 1,000.
  • Changed the console banner output to display up to 4 messages at once and run faster if there's a large backlog.
  • A banner is now displayed when you change game modes.
  • Tweaked all the GUI elements slightly.
  • Reworked the top GUI bar in the world map to make it easier to change game modes.


Miscellaneous Changes


  • New Map: Wyvernedge. Located on the south side of the desert region.
  • Added Kiemm Sanctuary, created by The Runner to the developer's choice maps.
  • Added particles under mobs when they are in water, tar or any terrain with depth.

 


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