Saturday, March 31, 2012

Funding Update

I just wanted to give you guys a quick update to let you know that so far, Townseed is well on track to being fully funded by the deadline! This is exciting for me to see, and I want to let you all know how much your support means to me! Keep spreading the word and I'll keep pushing and we'll push this thing over the top before we know it!


Wednesday, March 28, 2012

Townseed Main Theme

Wow, so I've been working with the band "Those City Lights" to come up with some original music for Townseed, and this is what they've come up with for a title theme.

Townseed Main Theme

Go give these guys a like on facebook whydontcha?
Those City Lights Facebook

And give me one while you're at it!
Townseed Facebook

Preorder Townseed here
Townseed on 8-Bit Funding

Monday, March 26, 2012

Townseed 0.02

Here we are, the updated Townseed build. Local area view has been completely revised. Local view obstacles have been added.

There seems to be an occasional mixup when transitioning from one area to another in local view but I haven't been able to determine the precuse cause yet. Will try to hammer that out.

Townseed 0.02

Support the project here! Townseed on 8-Bit Funding

Tuesday, March 20, 2012

Townseed Facebook

Townseed Facebook page is a go! Will be updating there as well from now on.

An Original Soundtrack By Those City Lights

So today was a pretty exciting day, as I was approached by someone from the band "Those City Lights". They are very interested in Townseed, and want to be a part of the project! We're gonna work on one track together and see how it goes, but their stuff is tight and it's exciting to possibly have all original music for the game!

You can listen to a few of their tracks on their facebook page

Check out their EP here

Monday, March 19, 2012

Monday Update March 19 2012

I realized when I started adding the trees and props that the way I was handling the local view was going to be problematic for anything with some amount of height (Like a tree or a five story building), so I ended up gutting the Local View code and reworking it from scratch. It's not quite finished yet, but the new code feels much better. The local view is no longer broken into distinct screens, and the world can be explored continuously. Of course, this creates issues where edges border in sharp, straight lines which look very artificial, and the shining water code was horrendously broken in the process, so those are my next priorities.

I haven't posted a new build, because the current one is less functional than the previous one, but I'll continue to work out the bugs and post when I can.

Sunday, March 11, 2012

Townseed Build 0.01

Townseed in its current state. I wanted to launch this build alongside the 8-Bit campaign so people have something to look at. You can presently create a character, generate a world, explore that world, and save the character and world for later. There aren't any props such as trees and rocks in the local view maps yet, but that's the next priority.

Townseed Build 0.01

Townseed Live on 8-Bit Funding

Townseed is finally live on the Crowdsourcing site, 8-Bit Funding, which is crowdsourcing exclusively for games. Hopefully it does well! We need 540 bids of support at the preorder level in order to reach the funding goal, and that seems like a really attainable number. Go on and check it out to see the video, even if you aren't gonna donate, check it out!

Townseed on 8-bit Funding

Monday, March 5, 2012

Overall State of the Project

So I realize this blog is new and people might not actually know what Townseed is. Allow me to elaborate.

Townseed is a strategy/simulation RPG where you take the role of a survivor of a shipwreck on a terrifying unexplored land. Your goal is to gather resources, build, attract other survivors, and turn this inhospitable place into a home, where people can be safe and happy.

Townseed was born out of my enjoyment of sandbox games like Minecraft and Terraria. I've always loved the "Play around, do what you want" approach to games, but at the same time, I felt like that play style left a gap, a sense of purpose. Build a house, or a castle, sure, but what about when you move on to your next project? Or what about when you've already attracted all of the predetermined NPCs to sell you things?

In Townseed, building has a purpose. Every space you create can become someone's home, someone's livelihood, and the happier and better accomodated your people are, the more they contribute to your growing town. Although you control a single survivor, in many ways, your Town is the true hero of the story.

Townseed has been in development since August 2011. At its present state of development, character customization is mostly finished (currently women look like men on the map), and the world creation and environment are operational. The game engine allows full exploration of the (not very exciting at the moment) world, and art is in place for all of the features the game does have.

Next in line are naturally ocurring obstacles (Trees rocks, cliffs, etc) and then the ability to harvest those obstacles into usable resources. After that, building and blueprint making, monsters and other survivors, and after that it's really just a matter of adding more. More monsters, more architecture, more different jobs for your survivors to do.

If there are questions, I will be very happy to answer them!

Friday, March 2, 2012

Local view Land Tiles Completed

Whew, well that's done now! After designing nearly 100 individual tiles, the natural terrain types are now finished. Next are the trees, shrubs, and cliffs. They're already designed and animated as vector art for the overworld, so I'll need to re-render and resize them as appropriate for local view exploration. That shouldn't take nearly as long, I'm hoping.