The next major patch will focus mostly on and fleshing out the defense elements of the village. All the current towers will be getting upgrades in-line with the existing upgrade system. I will also introduce some light upgrade branching not seen in any previous buildings, where you can select what kind of upgrade you want in the tower's final upgrade stage. For example, the Bow Tower will feature the base building, and 3 upgrades. The first two upgrades will simply boost the towers base ammo capacity, damage, and firing rate, but the final upgrade will let you to select between 3 element types, allowing your maximum upgraded bow tower to launch fire, ice or lightning arrows at your enemies depending on your personal preference. This patch will also introduce a new damage type system adding resistances and weaknesses to all villagers, monsters and golems. Skeletons for example will be highly resistant to piercing damage (arrows), but highly vulnerable to crushing (stone balls). Making the bow tower mostly useless, but the bullet and sling towers highly effective. But that's not all! In addition to all the new tower upgrades, brand new towers will also be added to the game! So check out the road map below for all the juicy details. Due to the amount of towers I am planning this patch may be broken into two major stable patches (InDev 26 and 27). It mostly depends on the development time needed to add all of the new towers to the game.
If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)
InDev 26 Road Map
Towers Upgrades
- All existing towers will be given 4 upgrade phases, with the final upgrade allowing you to pick from various elemental types (Fire, Ice, Poison, Acid, Lightning, etc)
- Fire Bolt Tower will be redesigned into an "Elemental" tower, doing generic magic damage at first, then upgraded into a fire, lightning or ice bolt tower later.
- Longbow Tower. A new variant of the bow tower with exceptional range and damage, but very slow firing.
- Spray Tower. A new variant of the bullet tower, very short range, extremely high rate of fire, but very inaccurate.
- Recombobulator Tower. A tower designed to heal nearby golems.
- Haste Tower. Increases the movement speed of all mobs (Monsters and villagers included) in the area.
- Static Tower. A very short range, very low damage area of effect tower that will damage all hostile mobs in range.
- Boost Tower. A tower that will use essence to "boost" nearby towers firing rates.
- Chain Lightning Tower. A tower that does pure electric damage that jumps from one mob to the next.
- Sticky Tower. Does no damage, but will slow down anything it hits.
- Banish Tower. Teleports a hostile mob away from the village.
- Attract Tower. Fetches nearby items on the ground and pulls them to the tower.
- Flame Tower. Does fire damage in a small area, burning everything in its path.
- Frost Tower. Similar to the flame tower, but fires a cloud of ice. Does low damage, but slows down the enemy.
- Everything in the game will be assigned a damage type (or types). Bow towers will do piercing damage, bullet towners will do crushing damage, etc.
- Currently planned damage types are: Blunt/Crushing, Piercing/Cutting, Fire, Ice, Water, Lightning, Acid, Poison, Disease. (Suggest more in the comments!)
- Many mobs will have resistances or vulnerabilities to various damage types. For example, a zombie may be highly resistant to disease and poison, but vulnerable to fire. While some mobs may be immune to certain damage types all together, like the Fire Elemental will be completely immune to fire, but extremely vulnerable to ice. The specter may be immune to all physical damage, but extremely vulnerable to all elemental damage.
[ 2017-04-06 12:56:59 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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