Monday, June 18, 2012
Status Update
Just a quick heads up in place of my usual update. As I mentioned last time, I'm working on some optimizations and simplification of the code in order to increase its ease-of-use for adding more features in the future. Going well so far, but going slowly. Looks like I may have some extra time this week to work on it though so I'm hoping to speed up.
Adding a random name generator right now as well, with special provisions for adding in all of the folks who have sponsored the project (That is bought higher than the 30 mark) as names that will be assigned to survivors.
Anyway, I'm not sure if I'll be through the revisions by next monday or not, but I will update on my status at that time regardless.
Keep on surviving!
Monday, June 11, 2012
Townseed Build 0.10
(Townseed Test Build)
(Preorder Townseed)
(Townseed on Facebook)
0.10 UPDATE NOTES
Another busy week for me. I had a big press release go out, which was awesome, did a few interviews for some local publications (I was in the newspaper, yaaaaay) and a podcast in Florida ( http://stashow.net/ ). Coming up on the end of the funding drive in just a few weeks now, and I'm making preparations to full-swing into development soon. There's a lot of paperwork and such to take care of, making sure I'm registered as a local business and such, but it's all happening, slowly and surely.
The update this week is a few "Maybe?" bug fixes, namely for the "Instant tree kill" bug and the "Fragile construction" bug. I -think- that they're both being caused by the same issue, and I -think- that I have it taken care of now, but neither bug occurs on my sistem so it's hard to tell without your input.
Additionally, the first vestiges of the crafting (Not construction) system are in place now. A use for those workstations you've been making dozens of! You can now place crafting blueprints onto a workstation and then work them to refine lumber. You can clear workstations, or just put new plans down instead. In this way, you can set up a bunch of workstations and assign your citizens to each make a different kind of resource.
The next update is going to include some pretty serious overhauls to some of the backend as I prepare the game to accept the sweet, sweet loving of screen shaders, and lay the basic foundations for more modular (Re: Multiplayer-friendly) code. This will also enable me to simplify things such as key rebinding, an auto-update feature (hopefully) and I'll be implementing a time-of-day system in conjunction with the shaders. As a result, next week's update may be purely visual, but we'll see what I can get done!
Remember to share the links with all the gamers and/or independantly wealthy philanthropists you know!
(Preorder Townseed)
(Townseed on Facebook)
0.10 UPDATE NOTES
Another busy week for me. I had a big press release go out, which was awesome, did a few interviews for some local publications (I was in the newspaper, yaaaaay) and a podcast in Florida ( http://stashow.net/ ). Coming up on the end of the funding drive in just a few weeks now, and I'm making preparations to full-swing into development soon. There's a lot of paperwork and such to take care of, making sure I'm registered as a local business and such, but it's all happening, slowly and surely.
The update this week is a few "Maybe?" bug fixes, namely for the "Instant tree kill" bug and the "Fragile construction" bug. I -think- that they're both being caused by the same issue, and I -think- that I have it taken care of now, but neither bug occurs on my sistem so it's hard to tell without your input.
Additionally, the first vestiges of the crafting (Not construction) system are in place now. A use for those workstations you've been making dozens of! You can now place crafting blueprints onto a workstation and then work them to refine lumber. You can clear workstations, or just put new plans down instead. In this way, you can set up a bunch of workstations and assign your citizens to each make a different kind of resource.
The next update is going to include some pretty serious overhauls to some of the backend as I prepare the game to accept the sweet, sweet loving of screen shaders, and lay the basic foundations for more modular (Re: Multiplayer-friendly) code. This will also enable me to simplify things such as key rebinding, an auto-update feature (hopefully) and I'll be implementing a time-of-day system in conjunction with the shaders. As a result, next week's update may be purely visual, but we'll see what I can get done!
Remember to share the links with all the gamers and/or independantly wealthy philanthropists you know!
Monday, June 4, 2012
Townseed 0.09
(Townseed Test Build)
(Preorder Townseed)
(Townseed on Facebook)
0.09 UPDATE NOTES
This has been a really busy week for me dealing with a contract that's come in, and especially since coming off of crush week, it feels paltry, but here it is. Not a lot of new content but a lot of bugfixes. I don't know just what I have to thank, but the funding drive spiked a bit this past weekend, which is exciting to see. I've got some press releases going out later as well. All in all things are looking exciting for the game! This update is mostly bugfixes and a few cosmetic things, change to resource requirements.
Incomplete blueprints can no longer be "Destroyed". They can only be removed through "Remove blueprint" as intended.
A bug that would cause Townseed to crash when walking diagonally across area borders has been fixed.
A bug that causes trees cut within a few frames of another to be instantly destroyed has been fixed. (I think)
A bug that causes construction to be immediately destroyed when completing it is fixed. (I think)
The player can no longer sprint across deep water!
Women now have the gamut of hairstyles for their sprites.
The resources required for most construction have been reduced.
Tuesday, May 29, 2012
New Townseed Video!
This one will be short and sweet. There's a new Townseed video on Youtube!
Townseed Video 2
Townseed Video 2
Monday, May 28, 2012
Townseed Build 0.08
Townseed v0.08
(Townseed Test Build)
(Preorder Townseed)
(Townseed on Facebook)
0.08 UPDATE NOTES
It's the end of my "crush week" and I got a lot of stuff done in this one! Several new things in this update, so be patient with me as I go over them.
Firstly, and not at all important, a charming "Melting pixels" effect on the title page. Ooooh, pretty.
Women have their own sprites now! Women are no longer drawn with a man's body, though they are often bald, as I don't have many of the hairstyles implemented yet. I only have the "Braguette" outfit for women so far, so all the outfits look the same, but yes, you can make the women naked, just like the men. Enjoy that. There's so much art to create for adding a new body, argh.
Hit detection/footprinting has been completely redone. Items now have a more realistic footprint and do not necessarily occupy the entire tile they sit in. This means it's possible to squeeze between objects that are placed diagonally. This created a bit of a problem where sometimes the player would work "through" an object (Instead of cutting down the tree right in front of you, you'd cut down the tree behind it) so for the time being, you'll get a warning saying "I need more space to work". That's definitely a temporary fix so bear with me.
NEW RECIPES - Crude Signpost, Inuksuk, Barricade, Campfire
Crude Signposts and Inuksuks are landmarks made of wood and stone respectively. Now, the people will know you were here. Once built, they appear on your overworld and world map so that you can find your way back to a specific location after exploring. If you "work" on a completed landmark, you can write a short message on it, which will also be visible from the overworld (but not the world map), so you can easily write "Jungle trail here" or "Lots of Driftwood!" and be able to see it from a distance! You definitely don't want to put too many of them too close together, or things will get confusing, so use them sparingly, but use them!
Barricades are the first type of wall. Initially, they were going to be destroyed by storms, but I think I'm going to change that to make them more permanent. They have to be built on the ground, and they will not support multi-storey stacking like other kinds of walls. There is also no gate for a barricade as of yet, so in order to be truly secure you'll have to build and tear down a section of wall every time, and that's irritating. Gates coming soon!
Campfires are just what you would think they are. A little burning stack of wood. Animating fire is fun! Right now it just looks pretty, but once I get day/night cycles and food consumption into the game, the campfire will become pretty important, both as sources of light, and as a way to cook food you collect.
That's it for now! I had a blast working on the game this week and I plan to take another week in June to do it again. The funding drive has just about one month left, and we still have $3700 to go, but I think that if we push we can do it! Tell everybody you know! Thanks for your support and stay tuned!
(Townseed Test Build)
(Preorder Townseed)
(Townseed on Facebook)
0.08 UPDATE NOTES
It's the end of my "crush week" and I got a lot of stuff done in this one! Several new things in this update, so be patient with me as I go over them.
Firstly, and not at all important, a charming "Melting pixels" effect on the title page. Ooooh, pretty.
Women have their own sprites now! Women are no longer drawn with a man's body, though they are often bald, as I don't have many of the hairstyles implemented yet. I only have the "Braguette" outfit for women so far, so all the outfits look the same, but yes, you can make the women naked, just like the men. Enjoy that. There's so much art to create for adding a new body, argh.
Hit detection/footprinting has been completely redone. Items now have a more realistic footprint and do not necessarily occupy the entire tile they sit in. This means it's possible to squeeze between objects that are placed diagonally. This created a bit of a problem where sometimes the player would work "through" an object (Instead of cutting down the tree right in front of you, you'd cut down the tree behind it) so for the time being, you'll get a warning saying "I need more space to work". That's definitely a temporary fix so bear with me.
NEW RECIPES - Crude Signpost, Inuksuk, Barricade, Campfire
Crude Signposts and Inuksuks are landmarks made of wood and stone respectively. Now, the people will know you were here. Once built, they appear on your overworld and world map so that you can find your way back to a specific location after exploring. If you "work" on a completed landmark, you can write a short message on it, which will also be visible from the overworld (but not the world map), so you can easily write "Jungle trail here" or "Lots of Driftwood!" and be able to see it from a distance! You definitely don't want to put too many of them too close together, or things will get confusing, so use them sparingly, but use them!
Barricades are the first type of wall. Initially, they were going to be destroyed by storms, but I think I'm going to change that to make them more permanent. They have to be built on the ground, and they will not support multi-storey stacking like other kinds of walls. There is also no gate for a barricade as of yet, so in order to be truly secure you'll have to build and tear down a section of wall every time, and that's irritating. Gates coming soon!
Campfires are just what you would think they are. A little burning stack of wood. Animating fire is fun! Right now it just looks pretty, but once I get day/night cycles and food consumption into the game, the campfire will become pretty important, both as sources of light, and as a way to cook food you collect.
That's it for now! I had a blast working on the game this week and I plan to take another week in June to do it again. The funding drive has just about one month left, and we still have $3700 to go, but I think that if we push we can do it! Tell everybody you know! Thanks for your support and stay tuned!
Monday, May 21, 2012
Townseed Build 0.07
Townseed v0.07
(Townseed Test Build)
(Preorder Townseed)
(Townseed on Facebook)
0.07 UPDATE NOTES
Blueprint/Building system! This will give you the earliest taste of how building in Townseed works. Open the blueprint pane (Q or the left trigger) and select your blueprint (presently there is only one so it won't be much of a selection) then place it with the "Work" or "Examine" button. This places the blueprint on the map. You can place your blueprints before you have all the resources, allowing you to plan away! Then, "Work" on the blueprint to turn your resources into a real object. The tables can then be destroyed the same as trees. "Working" on a table will not harvest it. Once the code is in place, that will be how you craft an item on the table.
You can have a number of incomplete projects on the go equal to your ORGANIZATION SKILL plus 2, so 3 at level 1 and 10 at level 8.
Incomplete projects will leave markers that you can use to find them on the overworld and in local view. Completed construction does not, so build it somewhere you won't forget! In the next update you'll be able to build signposts to allow you to see your construction on the overworld.
Some people have been complaining about the ragged smallclothes, so just for you, I've added teeny weeny nudity. I'll have you appreciating your loincloth yet. Naked is selectable as a starting outfit, though it will never come up through random shuffling.
Also to clarify, there will be more complete, less destroyed outfits in the game, but most of those will be recolorable (to match your banner) and that's a new game system that isn't in place yet, so you get the noncolorable ones for now!
For the next update, there'll be quite a few more objects to construct, including the aforementioned signposts, barricades, campfires, and if I can get to it (fingers crossed) a construction post, which is the true heart of how Townseed building works. Look forward to it!
(Townseed Test Build)
(Preorder Townseed)
(Townseed on Facebook)
0.07 UPDATE NOTES
Blueprint/Building system! This will give you the earliest taste of how building in Townseed works. Open the blueprint pane (Q or the left trigger) and select your blueprint (presently there is only one so it won't be much of a selection) then place it with the "Work" or "Examine" button. This places the blueprint on the map. You can place your blueprints before you have all the resources, allowing you to plan away! Then, "Work" on the blueprint to turn your resources into a real object. The tables can then be destroyed the same as trees. "Working" on a table will not harvest it. Once the code is in place, that will be how you craft an item on the table.
You can have a number of incomplete projects on the go equal to your ORGANIZATION SKILL plus 2, so 3 at level 1 and 10 at level 8.
Incomplete projects will leave markers that you can use to find them on the overworld and in local view. Completed construction does not, so build it somewhere you won't forget! In the next update you'll be able to build signposts to allow you to see your construction on the overworld.
Some people have been complaining about the ragged smallclothes, so just for you, I've added teeny weeny nudity. I'll have you appreciating your loincloth yet. Naked is selectable as a starting outfit, though it will never come up through random shuffling.
Also to clarify, there will be more complete, less destroyed outfits in the game, but most of those will be recolorable (to match your banner) and that's a new game system that isn't in place yet, so you get the noncolorable ones for now!
For the next update, there'll be quite a few more objects to construct, including the aforementioned signposts, barricades, campfires, and if I can get to it (fingers crossed) a construction post, which is the true heart of how Townseed building works. Look forward to it!
Tuesday, May 15, 2012
Hey survivors,
I wanted to let you know that I'm working on a big one for the next update, so it's taking me a little longer than normal to get it out. Probably next monday I'll have it where I want it.
In a nutshell, I'm finally adding some construction, which involves a whole new game system, so there's a lot of work involved! On top of that I'm always adding optimizations as I go, so you'll see things like helper icons on the worldmap with a legend, more sound effects and onscreen feedback, and a bunch of fixes for things that you might not even notice if I didn't point them out.
In short, hang tight!
In other news, we're over the halfway mark for the funding goal, whoohoo! Over the hump now! Please tell all the gamers you know about the project, let's help it get to lots of eyes!
I wanted to let you know that I'm working on a big one for the next update, so it's taking me a little longer than normal to get it out. Probably next monday I'll have it where I want it.
In a nutshell, I'm finally adding some construction, which involves a whole new game system, so there's a lot of work involved! On top of that I'm always adding optimizations as I go, so you'll see things like helper icons on the worldmap with a legend, more sound effects and onscreen feedback, and a bunch of fixes for things that you might not even notice if I didn't point them out.
In short, hang tight!
In other news, we're over the halfway mark for the funding goal, whoohoo! Over the hump now! Please tell all the gamers you know about the project, let's help it get to lots of eyes!
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