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AlexTheRegent

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A member registered Jun 06, 2020 · View creator page →

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Thank you!

If you are on “Stone age” quest, then you need to finish “Stone age” research in university (this research unlocks upgrade for city hall). To do so, you need stone tools. Stone tools are make by woodworkers. To unlock workers, you need to finish “Wooden worker” research. Then you can upgrade city hall and wooden house, and also university to get access to next researches.

Actually I do use algorithm you described. I handle button_up/button_down events for movement. I can’t add extra time for click window, because even 50 more ms will introduce jittery motion, when both camera movement and click would occur in one click (I’ve already tested it and decided to go with 200 ms as least noticeable). I’m thinking about cursor confinement (when you move mouse to the screen border, it drags camera, like in some games), or move drag from left to right mouse button, or click and hold to move.

As of “never assume how the user will act” part, again, this is why I’ve made early release. I need feedback to understand how majority of user sees my game, and what parts of the game must be adjusted. Also I do know that it is hard (almost impossible) to predict how user would act.

I differentiate click from camera drag both by moved distance and timer. If there was no mouse movement (range of dragging equals to 0), it always will count click as click, despite elapsed time. And if there was camera movement, it will not count click as click after 200 ms. I’ll see what I can do to make mouse movement controls smoother.

About hitboxes, now I understand that we are talking about problem I’m aware of. When I was assigning images to buildings, I forgot to offset them, and noticed it only after I’ve finished all buildings. Since this is tedious (and time consuming) process, I decided to leave it as it is for a while. I will definitely fix this in the upcoming updates.

I had this problem with trees during development, and I will fix buildings just like trees now works, since all colliders are handled by single algorithm.

One of main reason I’ve pushed for public release is to get important feedback on early stages. On the other hands, this is why I had to sacrifice not only small details, but big ones too. Maybe after I finish proper population logic it will be possible to use unassigned citizens as builders with some penalty.

According to the documentation of game engine I’m using it should support at least 8 android… I will try to tinker with export settings, maybe defaults does not support previous android version (I’ve tested on android 12).

What platform do you use? I’ve been testing game on windows and android.

Actually I’ve been playing using mouse for a whole time except for 2 days I’ve been experimenting with keyboard movement a few months ago. For long distances there is a map that can be used to navigate from one end of the planet to another. Also I will improve markers mechanic to be able to travel between them in one click.

What platform do you use? It takes one click for me to move. And hitboxes issue is weird too, because I have debug tool to see colliders of every ingame object. I will enable it to see if there is some problems with hitboxes. Player’s sprite is also centered properly for me, right between his legs.

I also have idea to change camera pan button from left button to right, to avoid problems with movement.

I totally understand your idea, the reason it is working like this right now is due to high development cost of such feature for single building type. I have full time job and this feature, unfortunately, would consume significant amount of time to implement and test, while impact on overall gameplay would be negligible (especially with progression). So, this is why in my opinion this problem have low priority right now and I’m trying to “hide” it by reusing already existing and working mechanics. But I will think about further boost of the default builder’s speed (or making it property of the city hall to be increased with progression).

I agree that market and university might be confusing at the beginning. This is due to the fact that I hit my own soft deadline and had to publish game before being able to work on it further. I will definitely change their mechanics to more transparent one later. For now I plan to add gardeners/florists that will collect berries/flowers for city and change requirements for respective researches to be reachable without market manipulations.

Purchase from market, on the other hand, takes resources from warehouses. So, if market restocks with 10 stones, and warehouse’s level of stone reaches, for example, 8 stones, you won’t be able to buy 10 stones, only 8 will be available and buying them will reduce city’s stone level to 0.

I want to make economy vital part of the game, so player could have many different ways to earn coins to avoid activities he don’t like by simply buying stuff from the market. But yes, this feature is vague right now, due to the lack of side content. This is why I want to add more side content in next updates, rather than focusing purely on story progression.

Thank you for your feedback and bug report!

I’ve thought I disabled keyboard movement :) I’ve uploaded 1.0.1 version and enabled ability to bind movement keys. Default key for status now will be “T”. But after version upgrade new keybindings must be configured.

Also I disabled update for brick city hall (it does not have upgrade yet) and fixed brick barn building requirements.

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Thank you for your feedback!

This feature has high development cost, so I’ve changed basic builders power from 0.0 to 0.1 for now (wooden workers have 1.0 power). I think this is fair change for a while, since it will also smooth player experience before wooden builders are unlocked.

Also I usually build 2-4 builders and then upgrade them one by one. This way I always have at least 1 instance of builders to automate process.

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Thank you for your feedback!

I couldn’t reproduce issue with market. I checked market database, it does have “Clay” under listed resources to restock (with 50% ratio). Market updates it’s content once restock timer reaches zero. Then new values are calculated from current values of the warehouse. So if during restock warehouse had 0 clay, and then city produced 30 clay, market will have 0 clay to sell until next restock. If issue persist, you can try to open console (` key) and then enter restock_market to force restock of the market. Or you can try to wait for next restock timer to reach zero.

Taverns provides alternative ways to restore values, bypassing limits (starting from stone epoch) and reducing required time to wait (8/6/4 seconds for 100/105/110 energy compared to 20 seconds when sleeping from UI or 10 seconds using tent). This is why tavern’s actions have price.

Project name:
Insatiable Dungeon

Description:
Dungeon crawler with RPG elements. You hire heroes to explore procedurally generated dungeon. The deeper team of heroes descend, the harder enemies become. Moreover, loot quality is dependent on depth of the dungeon.

Target platform:
Android/iOS.

I’m looking for:
Please note that this is rev-share only project. I do not offer any kind of up-front payments.

  • 2D or 3D artist to make backgrounds/characters.
  • UI artist.

It does not matter if you have any experience in game dev, I will teach you everything you need if needed.
It’s fine if you don’t have big portfolio either. I need 1-2 of your drawings to evaluate your art style.

About me:
I have 8 years of experience in programming (2+ years in game development). I have also experience in pixel art (aseprite, gimp)/3d modelling (blender), but my art can be used only during development.

Already implemented:
Procedurical generation of dungeon:
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Upgradable heroes and town buildings:
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Turn-based battles:
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Quest system:
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And many things more (I will tell about ingame story, key features, mechanics and etc. in personal conversation).

Contacts:
I will respond to discord messages only.
Discord: AlexTheRegent#8015

Hello! If you looking for programmer to participate in short-mid length game jams you can add me in discord AlexTheRegent#8015

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Are you looking for programmer to help you with code? if you need help with programming and Godot, add me in discord AlexTheRegent#8015

Hello.

I have 8+ years in programming and 1+ year in game development. I like to write complex algorithms (seamless world, procedural generation, weather systems and etc) and want to start making indie games. Game development is my hobby and I looking for someone who can make 2D and/or 3D art in free time. Level of experience does not matter for me, the only thing I care of is dedication to release full game.

If you interested in making game with me, PM me in discord: AlexTheRegent#8015