InDev 33 development has been underway since the release of InDev 32e a few weeks ago. But now's the time to tell you what it's all about! This primary focus is to update the save system, bringing in a much more robust, faster and more backwards compatible system. I can not guarantee that this new system will make all your saves backwards compatible forever, but it will help tremendously in keeping them valid for much longer than before. Hopefully the average player will never have to deal with obsolete saves again. Sadly and ironically though, this is such a fundamental rewrite it will destroy all your save data when the patch is finally released. This patch is also going to introduce a few new mechanics and some UI rework. One being a complete redesign of the road UI, making the entire system much more streamlined and easy to use. The other, is a new "Trash system", as part of the first phase of the hygiene update you'll be seeing more of in InDev 34. As usual, check out the road map below for the details! As always, there will be some additional content added outside of the road map, time permitting. I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch this year, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)
InDev 33 Road Map
New Save System
- The entire save system will be converted to a more backwards compatible format, that should help saves stay valid for much longer than before.
- The save system will be better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
- Many random save corruption bugs will be eliminated, due to newer more robust save validity checks.
- Steam Cloud saving will be enabled.
- When a resource is destroyed, created or manufactured, there will be a small chance trash will be left behind.
- A new "Waste Collector" (Name pending) worker will be added, their job will be to clean up the trash found on the ground and take it to trash bins, landfills and processors.
- Trash can only be stored in small, cheap to build trash bins, a landfill, in the processor, or a grinder.
- Trash slows down movement speed as well as lowers constitution if they're around too much trash for too long.
- New Building: Trash Bin. A small building that stores a small amount of trash, but when stored inside it does not cause any penalties to the villagers around it. All workers will be allowed to take trash to this building.
- New Building: Trash landfill. A large building for storing larger amounts of trash. But only "Waste Collectors" can bring trash to this building.
- New Building: Processor. Can store a small amount of trash, and when the waste collectors are not busying cleaning up trash, they can process trash at this building, destroying it entirely. Sometimes, the process will give the player back some free resources.
- New Building: Grinder. Similar to a processor, but it will automatically (and very, very slowly) destroy trash and generate essence but can not store very much trash and will never return free materials.
- You will be allowed to select a specific road type when placing road work down, rather than one type at a time. You could place up to what you want built and they will continue to work until they've reached that upgrade level.
- A new "upgrade all connected of this type" tool will be added, where you can select a single road type, and all roads of that same type connected to it will automatically be selected for upgrade.
- (Time Permitting) Better traffic data will be added, so you can see where high traffic areas are and plan your roads more effectively.
[ 2019-03-11 18:20:48 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
[ 6102 ]
[ 764 ]