Greetings everyone, After some careful consideration, I am making a few changes to the InDev 28 Road Map. There's were few features originally slated for InDev 29 that I feel in light of some of the new content added in InDev 28, need to be pushed up a bit in priority. Normally, when I do this I just keep chugging along and I won't bother revising the road map, you just get a slightly bigger update than usual with some surprise features. Although in this case, these changes are pretty big deal, and also require me to push back a few bits of content into a future update, mainly the new defensive towers. But, after reading the changes, I have a feeling you're going to really love what's coming down the pipeline in the next few weeks. As always, if you have any suggestions, let me know in the comments! You never know what feature might sneak it's way into the next patch. :)
InDev 28 Revised Road Map
Golem Combobulators
- Golem Combobulators will get upgrade phases, each phase will increase spawn rates, golem slots and provide higher level golems.
- A new "Crystal Golem" combobulator will be added, that creates a very weak golem that does primarily magic damage.
- You guys finally convinced me. 2x speed controls are being added to the game, and the previously planned haste tower and spell is now being scrapped.
- A new resource management system will be added to the game, allowing the play to control resource production flow. The player will now be able to select how many resources they want created, with two different control mechanisms. A "Make Now" and a "Maintain" option.
- The "Make Now" option will tell the village to make up to exactly how much equipment you specific. For example, if you told the system to make 10 swords, it will make exactly 10 swords and then stop production.
- The "Maintain" option works similar to "Make Now", except instead of making up to a set amount and then stopping, it will always make sure there are at least the amount specified in the village at all times. For example, if you set the system to maintain 10 swords, the Tool Smiths will not create any swords until the total count in the village drops below 10, and then will try to make swords to bring the value back to 10. As long as the maintain settings are not changed, they will continue to always try to keep at least 10 swords in the village at all times.
- A new, and the first animal mob will be been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
- The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
- When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
- Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
- Doggos, like villagers, also need to eat, drink and have a home.
- Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.
- "Ranged attack" code will be added to mob AI, laying the framework for villagers to use bows, as well as allow some monsters to use ranged attacks, like having fire elementals throw fireballs.
- Shields will be added to the game, giving the mob holder a chance to block and advert all possible damage.
[ 2017-09-26 04:33:32 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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