![]() ![]() We are inspired by Dwarf Fortress and the tactics games of the SNES and PS1 generations, as well as table top RPGs. Our goal is to combine simulation and city management elements with a great, tactical combat and RPG-like progression for your town's citizens and heroes. Here is a longer description of our ambitions for the game, if you're interested. Robust class trees for both combat and civilian units.RTS-style combat with an emphasis on tactics over micro and speed.Scripted RPG-style adventures to discover.Randomly generated, destructible worlds built with voxels. We love mods, especially for sandbox games. So we’re building everything: UI, unit AI, scripted scenarios (everything!) as a set of "1st party mods" to our core engine. These screenshots are from our Nov 2012 prototype (here's a As a modder you will be able to anything we've done, including introducing new content (items, monsters, scripted events, etc), reskinning or adding to the UI, adding new character classes, you name it. In 2012 we fleshed out the game concept and build a C++ prototype that demonstrates the building mechanics. I would say our ETA for something playable is "when it's done," but that's always such an annoying answer, so I'll instead say ambitiously "sometime in 2013." Now that we've defined the core game, we are integrating LUA scripting and implementing the core game features like crafting, AI, and combat. #Stonehearth mods alpha 20 Patch#Updated compatibility patch for Brewery Mod. #Stonehearth mods alpha 20 mod#Updated compatibility patch for Stonehearth Cafe 1.7: Updated to the latest mod revision. Renamed 'Worker Outfits' filter to 'Outfits'. ![]() As always, you can find out what we're up to by visiting our devlog. Reduced files number with more common mixintos. Our short-term goal is to implement a "first pass" of the three pillars of the game: resource gathering, building/crafting, and tactical combat. Resource gathering and building are complete, and we've moved on to combat! We're doing this so we can start tuning the overall pace and feel of the gameplay as early as possible. So while Ponder (the coder) focuses on monster AI and threat tables, I've been working on both our UI infrastructure and modelling the basic enemies and combat units. The first monsters we're adding are goblins. Goblins will always attack in packs, and will coordinate their actions. Here are a few different goblin variants along with some weapons and a battle standard.Īnd here is a set of models showing the gear progression for a melee combat unit. So you will be able to gear up your townsfolk and army through crafting and looting monsters. The progression shown is no armor -> leather -> iron -> steelįirst, yes, the world is tiny and ugly as crap! We haven't ported proper world generation to the production code. ![]()
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