Click here for help on accessing the Unstable branch! InDev 23 Unstable 2 has been released! This update contains most of what was planned for InDev 23, including a new Ancillary building as well as a new job to go along with it, called an Organizer. Currently all that's left is the Golem Combobulator rewrites and a bunch of cleanup. This update mostly focuses on expanding the new upgrade and build restriction system, paving the way for InDev 24, where most buildings will be given upgrades stages. Also, don't forget about the ongoing screenshot roundup! You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 23 Unstable 2 Change Log
Ancillary Building
- The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
- Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
- You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
- Ancillaries can store any resource in the game.
- Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.
- Destroy terrain hotkey now works properly when your castle is under construction or upgrading.
- Added some missing particles to a few of the upgrade stages for the castle.
- Fixed the blocked flags on under construction walls. Walls were flagged blocked in situations they should not have been.
- Fixed a bug that would cause builders to upgrade buildings using the wrong materials.
- Changed the Lumber Shack artwork somewhat.
- Changed the upgrade and dismantle text and button positioning on the bottom GUI.
- The castle can now store any resource in the game.
InDev 23 Unstable 1 Change Log
Upgrade System
- Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
- Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
- In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.
- You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
- Wall do not count to your building limit, but firepits do!
- All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)
- Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
- Decreased overall load times.
- Slightly improved range map generation performance.
- The Dissolve spell particle effects have been reduced.
- Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
- Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
- Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
- Fixed a bug that would sometimes cause sound effects to not play when they should.
- Fixed a bug that would sometimes return the wrong aggro/line of sight results.
- Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.
- The Camp (Formally Village Center) can now be destroyed.
- Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
- Fixed credit theme, now it correctly plays Main Theme Piano again.
- Updated Bibiki's name in the credits.
- All living things generate essence when destroyed.
- Essence can now be "sucked into" the mouse, increasing the influence bar.
- Influence regeneration is no longer tied to village happiness.
- You now start with your influence bar 1/4th full.
- The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
- Villagers break away from being confused faster.
- Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
- Particles in the air now have a slight shadow behind them.
- Increased scale of the splash screen.
- Villagers can now be knocked out if something is dropped on their head.
- Rarely, villagers will be knocked out when you drop them.
- Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
- Radiance pools no longer consume energy stored unless they're in-use.
- Flipped the "take from" and "send to" limbo spell button icons in the GUI.
- Essence now emits from decaying corpses slowly.
Known Issues that will be resolved before the stable build
- Some in-game and loading tips may be inaccurate.
[ 2016-11-10 22:29:21 CET ] [ Original post ]
Get Involved in Development
Follow @RaymondDoerr on TwitterGame Concept
Retro-Pixel Castles is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.Key Features
You can't win!The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!
Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible.
Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.
Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, heal your villagers and speed up resource growth.
Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!
Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.
Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many, many more are planned.
The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!
DRM-FREE
SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC100% FREE CONTENT PATCHES/DLC!
I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!Have a say!
Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4400 or equivalent. 1280x720 resolution or higher.
- Storage: 1 GB available spaceAdditional Notes: OracleJDK or OpenJDK 8 Required (OpenJDK bundled with product)
- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Quad Core)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Most Dedicated GPUs. 1G+ VRAM / OpenGL 1.3+
- Storage: 1 GB available space
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