Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Omg that empty level 1 is hilariously scary. I'm working on a number of scene loading bugs so hopefully that'll fix it when those changes come out.

  • Small houses -- I am going to make them a little faster to build and see if that makes them more interesting. From a pure gameplay perspective, they seem to not be useful, but I've seen a number of players use them. I think I'll need to do a poll to figure out what the audience is like for this game. If there's a significant number of people who like to just build villages, then having building variety will be more important. I do want to add the ability to upgrade houses and like a mansion in the future.
  • Able to build storage directly against a building -- I'll see what I can do.
  • Buildings not collide-able if not built -- I made a fix that teleports people out if you put a building on top of them. Hopefully that fixes the people being stuck problem. 
  • There's already a tavern that can be placed by the farmer, but it's probably confusing to find it. Two big buildings merging -- maaaaybe. There's some technical questions involved -- like how they need to be oriented for them to be valid to merge, etc. It's easier to just make the player put down a bigger one, but that costs resources to tear down and build back up, which players might be reluctant to do. I'll need to think some more.
  • Walls are something I would like to add. I need to fix up the road tool to be better because walls would use the same tech and right now the road tool is just not easy to use
  • Mining -- I need to design this one more. Mining rocks in the world is easy, deforming terrain would take a lot of time to implement. Mining into the side of a mountain ... maybe? 

Thank you for continuing to offer suggestions/bug reports!!

(1 edit)

New Bug Update

I didn't really mean for you to deform the terrain tbh, I more meant there would be an object that latched onto that part of the terrain and would then pick values at certain coordinates within a certain radius  to say how much rock was left in that spot, as for my other idea in underground traveling. I dunno what that would require, probably would involve deforming the terrain...


Anyway, decided to play some more of this update to see what else I could find since I never made it past the first level on the first try.

There are a bunchf errors relating to moving towards and away from an enemy, the errors I marked occured more than once throughout many playthroughs.

Bugs/Errors:

Error No.ContextCause
Error 0: Wild Boar(-52724323)'s route is being counted as success even though actor never reached requested destination: (179.2, 0.0, 204.0). It is 7.938799 away from that<br><br>occured when Leandre was on his way to beat up  the last boar on the first level .
Error 1:Route Request Callstack: Assets.Scripts.Components.RoutingComponent:RouteToLocation(Vector3, Single, GameObject, IRouteCallback, RouteOptions)
Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectCurrentRadialDestinationIndex() Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectDestinationAndRequestRoute() Assets.Scripts.Components.Routing.RoutePlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Interactions.Definitions.<Run>c__Iterator0:MoveNext() Assets.Scripts.HelperClasses.<RunThrowingIterator>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Assets.Scripts.HelperClasses.CoroutineUtils:StartThrowingCoroutine(MonoBehaviour, IEnumerator, Action`1) Assets.Scripts.Components.InteractionQueueComponent:Update() <br><br>
Followed after error 0.
Error 0: (I played another new game. )Route Request Callstack: Assets.Scripts.Components.RoutingComponent:RouteToLocation(Vector3, Single, GameObject, IRouteCallback, RouteOptions)
Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectCurrentRadialDestinationIndex() Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:SelectDestinationAndRequestRoute() Assets.Scripts.Components.Routing.RoutePlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Components.Routing.RouteToRadiusDestinationPlanner:ExecuteRoute(IRoutePlanOwner, RoutingComponent, ReferenceType) Assets.Scripts.Interactions.Definitions.<Run>c__Iterator0:MoveNext() Assets.Scripts.HelperClasses.<RunThrowingIterator>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Assets.Scripts.HelperClasses.CoroutineUtils:StartThrowingCoroutine(MonoBehaviour, IEnumerator, Action`1) Assets.Scripts.Components.InteractionQueueComponent:Update() <br><br>
occured when I was simply moving a villager out of the way of a boar.
Bug: market floor tile undefined.
Bug: Ongoing BattlesMusic continiously plays and the threat stays on the map, this also leads to the knight never healing.
If you run away from a fight the battle technicly doesn't stop.
Bug?:
No Harvesting.
If the crop patches aren't built in a specific way they can't be harvested, despite how they look like they should be able to be harvested from all sides.

Suggestions:

  • There is a great lack of food on the first level, by the time you get to 6 cats the food runs out way too fast, also it would be great to let the player know somehow that you can buy food at the market, took me a while to remember that the market can be an alternate food source. :P
  • Have houses naturally build in the rotation of the camera.
  • I don't see a download link for your game anywhere on your new site,  the closest thing I could find is a link leading to the forums. :P
  • You should reallly be able to select a specific job a vllagr can do, like you could set one to primarily look for rock, or another to look for food, anways I figured that would be neat, it would also help if you could see the activity that a said unit is currently working on in the population roster.
  • It's kinda awkward how you always start with less capacity on your cat roster than the amount of cats you start with on each house, you should atleast have houses for the current amount of cats you are allowed to start with, also the tavern could do with the ability to store more cats than just 2 in my opinion.
  • I think apprentices should be able to step down from their career.