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THE ANSWERS - COMMUNITY QA SESSION #2
Every two weeks, we’ll invite our community members to submit us questions about the Castle Story development. It can be everything from game design, animation and sound design to programming, pathfinding, AI or anything related to the game production. Afterwards, we will choose 5 questions and sit down with a developer to answer them!
“Will there be new Bricktron types?”
Our focus right now is to get rid of the idea of bricktron types and have bricktrons just be bricktrons. We’re building a crafting and tools system that will allow you to equip your bricktrons the way you like. So a knight will only be a knight because you gave him a helmet, sword a shield. Same goes for archers. But you’ll also be able to mix & match, which technically will allow you to have as many bricktron types (or classes) as you like! I hope this answers your question :)
“Will we be able to craft new weapons like polearms, crossbows, etc.? “
We’re currently working on a tool and weapon system to be able to craft all kinds of things. Right now, Bricktrons come equipped with their tools, but starting with the next update, they will be able to pick up, drop, and exchange tools freely. Polearms and crossbow we can’t confirm at the moment, but upgrades to existing tools and weapons is a logical way forward with this new system. So yeah! You can expect new types of weapons in future updates.
“What's your plan or status on grass and tree regrowth? “
Update 0.6 introduced tree stumps. which served two different purposes. The first one was to give falling trees a horizontal surface to fall from, minimizing the occurence of logs falling off the island. The second purpose was to leave something behind and eventually allow for trees to regrow. Right now, our in-house build has grass and tree regrowth. It works! And there’s pratically nothing stopping us from releasing it in the next major update. All we need to do is create the different assets for growth states, iron out some performance issues, and plug the ressource spawner when harvesting so that small trees give less logs than big trees for example.
“You planed to make some campaign in game when game was in Kickstarter phase, do you still plan on make some missions with great stories? “
That’s a tough one. We never planned to make a campaign. Castle Story has always been intended to be a sandbox game. Our goal is to make the game “events” memorable enough to become a story of it’s own. Similar to those fabled “battlefield moments”, in which something completely unscripted happens during a regular game and becomes it’s own story. Our focus is pretty much entirely in that direction. However, we’re building powerful scripting tools using LUA, a simple to use scripting language. With those tools, we can not only code crazy new game modes, but scripted events too. So a campaign mode is not impossible, and leading up to the 1.0 release, I wouldn’t be surprised if we created custom scenarios for you to play. Kerbal Space Program has scenarios, even though is a story-less sandbox game. This kind of thing.
“I'm thinking about getting this game based on what I've seen of it, but my computer isn't super powerful and I couldn't find any suggested specs on Steam. Do you have a suggestion of how powerful a machine would have to be to run this game in it's current state and a prediction on what it might require in it's final state? “
Our engine is going through intense optimizations right now. Graphically the game isn’t that demanding, but the voxel engine tends to chew through CPU like crazy sometimes. It’s really hard to say, but for the moment, the performance depends on the map size. To put it simply we're aiming for it to be the least demanding possible so that a maximum amount of player get the chance to try it out and have fun. It's gonna be a lot easier to answer once all the optimizations we're working through are done. This is why most unreleased game don’t have minimum system requirements. It’s really hard to tell.
[ 2016-04-06 21:36:48 CET ] [ Original post ]
Hi everyone!
We’re excited to present the answers of our second Q&A session!
WHAT IS IT?
Every two weeks, we’ll invite our community members to submit us questions about the Castle Story development. It can be everything from game design, animation and sound design to programming, pathfinding, AI or anything related to the game production. Afterwards, we will choose 5 questions and sit down with a developer to answer them!
HOW TO PARTICIPATE:
- Simply write your question in this forum post
- You have until APRIL 20th at midnight EST to submit your question!
- In two weeks, the answers well be posted right here
ANSWERS:
Hateeer asks:
“Will there be new Bricktron types?”
Germain (Designer and art director)
Our focus right now is to get rid of the idea of bricktron types and have bricktrons just be bricktrons. We’re building a crafting and tools system that will allow you to equip your bricktrons the way you like. So a knight will only be a knight because you gave him a helmet, sword a shield. Same goes for archers. But you’ll also be able to mix & match, which technically will allow you to have as many bricktron types (or classes) as you like! I hope this answers your question :)
emreakyel asks:
“Will we be able to craft new weapons like polearms, crossbows, etc.? “
Francois (Designer and programmer)
We’re currently working on a tool and weapon system to be able to craft all kinds of things. Right now, Bricktrons come equipped with their tools, but starting with the next update, they will be able to pick up, drop, and exchange tools freely. Polearms and crossbow we can’t confirm at the moment, but upgrades to existing tools and weapons is a logical way forward with this new system. So yeah! You can expect new types of weapons in future updates.
HateMe asks:
“What's your plan or status on grass and tree regrowth? “
Germain (Designer and art director)
Update 0.6 introduced tree stumps. which served two different purposes. The first one was to give falling trees a horizontal surface to fall from, minimizing the occurence of logs falling off the island. The second purpose was to leave something behind and eventually allow for trees to regrow. Right now, our in-house build has grass and tree regrowth. It works! And there’s pratically nothing stopping us from releasing it in the next major update. All we need to do is create the different assets for growth states, iron out some performance issues, and plug the ressource spawner when harvesting so that small trees give less logs than big trees for example.
SirMaxeN asks:
“You planed to make some campaign in game when game was in Kickstarter phase, do you still plan on make some missions with great stories? “
Germain (Designer and art director)
That’s a tough one. We never planned to make a campaign. Castle Story has always been intended to be a sandbox game. Our goal is to make the game “events” memorable enough to become a story of it’s own. Similar to those fabled “battlefield moments”, in which something completely unscripted happens during a regular game and becomes it’s own story. Our focus is pretty much entirely in that direction. However, we’re building powerful scripting tools using LUA, a simple to use scripting language. With those tools, we can not only code crazy new game modes, but scripted events too. So a campaign mode is not impossible, and leading up to the 1.0 release, I wouldn’t be surprised if we created custom scenarios for you to play. Kerbal Space Program has scenarios, even though is a story-less sandbox game. This kind of thing.
angryeskimo45 asks:
“I'm thinking about getting this game based on what I've seen of it, but my computer isn't super powerful and I couldn't find any suggested specs on Steam. Do you have a suggestion of how powerful a machine would have to be to run this game in it's current state and a prediction on what it might require in it's final state? “
Faviann (programmer)
Our engine is going through intense optimizations right now. Graphically the game isn’t that demanding, but the voxel engine tends to chew through CPU like crazy sometimes. It’s really hard to say, but for the moment, the performance depends on the map size. To put it simply we're aiming for it to be the least demanding possible so that a maximum amount of player get the chance to try it out and have fun. It's gonna be a lot easier to answer once all the optimizations we're working through are done. This is why most unreleased game don’t have minimum system requirements. It’s really hard to tell.
[ 2016-04-06 21:36:48 CET ] [ Original post ]
Castle Story
Sauropod Studio
Developer
Sauropod Studio
Publisher
2017-08-17
Release
Game News Posts:
125
🎹🖱️Keyboard + Mouse
Mixed
(8543 reviews)
The Game includes VR Support
Public Linux Depots:
- Castle Story Linux Content [906.48 M]
- Castle Story Linux x64 Content [906.54 M]
Available DLCs:
- Castle Story - OST
Castle Story is a creative voxel-based strategy game in which you can build castles one brick at a time using an army of little characters called Bricktrons.
Your goal will be to explore a vast landscape full of mysteries and dangers, and defend your castle against onslaughts of hostile creatures and possibly other players.
The world of Castle Story takes place on flying islands, high above an infinite ocean. The islands are made of voxels, cubes made of various elements, which means you can dig, carve and build anything you can imagine in the landscape. Digging underground to gather resources, stacking bricks on top of each other to build a wall or even tunnelling through a mountain is all possible and even necessary to keep your Bricktrons safe.
Carefully designing your castle not only requires creativity and imagination, but thanks to pathfinding AI and physics simulations, Castle Story has layers of strategy and depth on top of an otherwise free-form sandbox experience.
Castle Story will be released for Windows & Mac (with possible Linux support once Unity4 is released).
Your goal will be to explore a vast landscape full of mysteries and dangers, and defend your castle against onslaughts of hostile creatures and possibly other players.
The world of Castle Story takes place on flying islands, high above an infinite ocean. The islands are made of voxels, cubes made of various elements, which means you can dig, carve and build anything you can imagine in the landscape. Digging underground to gather resources, stacking bricks on top of each other to build a wall or even tunnelling through a mountain is all possible and even necessary to keep your Bricktrons safe.
Carefully designing your castle not only requires creativity and imagination, but thanks to pathfinding AI and physics simulations, Castle Story has layers of strategy and depth on top of an otherwise free-form sandbox experience.
Castle Story will be released for Windows & Mac (with possible Linux support once Unity4 is released).
Key Features
- Build any structure you can imagine! Using 2x1 blocks, create structures that are not only good-looking, but also functional. Your Bricktrons need to be able to navigate your castle to build it and to keep the monsters out!
- Physics! Watch a tower crumble to the ground realistically when its foundations can no longer support it. The entire world obeys to the laws of physics which means that you need to build cleverly so your castle can withstand attacks from projectiles and explosives.
- Sandbox! Build a huge sprawling fortress, a single impenetrable bunker or a network of underground tunnels. The choice is yours. Castle Story rewards imagination and ingenuity.
- Strategy! Command your Bricktrons as they build your castle brick by brick. Manage the way they work, what resources they gather, and the places they explore. Use your resources to build weapons and armor for your Bricktrons and all kinds of upgrades for your castle.
- Combat! Using shields, swords, bows and lots more, your Bricktrons can defend themselves against the hostile creatures inhabiting the world of Castle Story. Lead your Bricktrons through tough fights, and use your wits to gain an advantage. You can even build catapults to rain destruction on your foes!
- Magic! The world of Castle Story is permeated with all kinds of magic. Discover resources with magical auras and learn to mix them to create effects. Explore strange places and find mysterious artifacts left behind by unknown civilizations.
MINIMAL SETUP
- OS: Ubuntu LTS
- Processor: Intel or AMD Dual-Core. 2.2 GHz+Memory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: nVidia GeForce 440 512MB. Radeon HD 4450 512MB. Intel HD 3000
- Storage: 1700 MB available spaceAdditional Notes: Playing on large. player-made maps might affect performance.
- OS: Ubuntu LTS
- Processor: Intel or AMD Quad-Core. 2.8 GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: nVidia GeForce 660 1024MB or better. AMD Radeon HD 7790 1024MB or better
- Storage: 1700 MB available spaceAdditional Notes: Playing on large. player-made maps might affect performance.
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