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Everything about the villagers is planned. I should probably just start doing them :) The 'jobs' they can do will depend on the 'tool' or 'weapon' they have equipped.  So a broom they sweep, a axe they are lumberjack, a scythe they are farmers, a weapon they are guards, a bucket (not made yet) they milk cows, shears (not made yet) they tend to woolys, a basket (not made yet) they collect eggs. I haven't decided if I should have a central object that manages them all or have it where you have to go up to each one and assign them a job manually.

Rocks are a problem for sure. My idea was to make a powered mining drill OR have a large piece of asteroid that is embedded in the ground of your base and is only harvestable with a pick-axe. It is very hard to get a stone out of though a requires many wacks. This would allow a mining job (with the pickaxe) that villagers can do. Maybe unlimited stone just very low production OR a large amount of stone they depletes and unlocks a quest to get the stone drill blueprint.

The mirror and dresser needs an update for sure and have everything customizable.

Eggs I agree with should be able to be converted to meat.

Now that I added Health Packs I agree reviving followers should require this.

Dying does lose all your found resources (unless there is a bug), but maybe you should lose all your gear too? I'll think about this.

Yes my menu is a mess lol it will get better closer to actual release :)

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To be honest, I don't think the resource accessibility is so bad as to make one require permanent resource source or some resource-generating tech. Personally, merely slightly bumped number of boulders around the wastes and possibly a way to break some ruins down for materials would be enough. On the other hand, as mentioned, oil barrels are a bit too common and I wouldn't mind it if those would be much more rare and mostly to be found in some ruins.

Regarding dying, no, it works as designed, I just indeed think that merely losing what you have found since embarking is kinda too little. Losing all tools may hurt but it will hurt only early game while not mattering much late-game. Thus idea of having stuff like currently used vehicle (including llamas) risking a chance to be lost, companions temporarily disappearing to return later, die permanently or require rescue, maybe some slight debuff. Of couse, in the end, you call the shots.

Just FYI. Guys sleeping and opening doors is done. Also enemies now break down doors. Also when the player sleeps it looks like he really sleeps :) I guess I need to add raids now.

(+1)

Awesome. Though I am also now a bit worried about my settlements. Hopefully there'll be some minimum wealth before enemies even consider showing up at all. In the meantime, I'll keep fiddling with the bug list I prepare for you in the other thread (sorry for the wall of text).

Yes most likely things will be scaled by wealth... for now Muh Ha Ha