Monday, June 25, 2012

Townseed Update

Hello Ladies and Gents,

Still working revisions in Townseed so I don't have a build to show yet, but as I've committed to showing you something every monday, I'll share these with you.

These are some lovely paintings I contracted for the introductory sequence of Townseed. The sequence itself is finished, but I can't get a decent recording of it just at the moment, so these will have to suffice for the time being.

Got the map generation code nice and fleshed out as well, I'm really excited to see how realistic looking the landmasses are.

Anyway, I will continue to update as the revisions progress. I'm hoping that within another two weeks I will have a revised build ready to go with day and night cycles in place and the whole nine yards. Maybe even sooner!

Friday, June 22, 2012

Worth it

So as I've been saying, I am presently in a revision phase for Townseed's development. There are times, I admit, where I wonder whether revising is worth it, or if I'm just wasting my time.

Today though, I compared some of the maps being generated by the revised Genesis code (Right) to some of the ones generated by version 0.10 (left), and I think the results speak for themselves.

Have a lookee.

Tuesday, June 19, 2012

Some musings

Wanted to take a moment to thank the folks who are really throwing themselves behind this project. You guys inspire me to work through all the frustration and it's awesome, love you guys! Also wanted to thank the guy who says "Gay" on facebook. Your maturity inspires me to be a better person. So, since I'm doing an overall code revision right now I figured it's time to tackle some of those small but irritating problems we were running into before. For example, remember how the text entry for your character's name and signposts was a bit.. shall we say sluggish? You'd have to type slowly and deliberately to get it to capture everything. Well no more! Got a nice proper text input routine, so all that should be ancient history. We can also now change graphical settings without restarting the game, including use of the much-beloved ALT-ENTER fullscreen toggle. Also implementing an across-the-board F1 context help instead of an always-on control HUD. Overall, I'm taking the time to make sure that the next version of Townseed you guys see is smoother, leaner, more professional.

Monday, June 18, 2012

Status Update

Just a quick heads up in place of my usual update. As I mentioned last time, I'm working on some optimizations and simplification of the code in order to increase its ease-of-use for adding more features in the future. Going well so far, but going slowly. Looks like I may have some extra time this week to work on it though so I'm hoping to speed up. Adding a random name generator right now as well, with special provisions for adding in all of the folks who have sponsored the project (That is bought higher than the 30 mark) as names that will be assigned to survivors. Anyway, I'm not sure if I'll be through the revisions by next monday or not, but I will update on my status at that time regardless. Keep on surviving!

Monday, June 11, 2012

Townseed Build 0.10

(Townseed Test Build)

(Preorder Townseed)

(Townseed on Facebook)

0.10 UPDATE NOTES

Another busy week for me. I had a big press release go out, which was awesome, did a few interviews for some local publications (I was in the newspaper, yaaaaay) and a podcast in Florida ( http://stashow.net/ ). Coming up on the end of the funding drive in just a few weeks now, and I'm making preparations to full-swing into development soon. There's a lot of paperwork and such to take care of, making sure I'm registered as a local business and such, but it's all happening, slowly and surely.

The update this week is a few "Maybe?" bug fixes, namely for the "Instant tree kill" bug and the "Fragile construction" bug. I -think- that they're both being caused by the same issue, and I -think- that I have it taken care of now, but neither bug occurs on my sistem so it's hard to tell without your input.

Additionally, the first vestiges of the crafting (Not construction) system are in place now. A use for those workstations you've been making dozens of!  You can now place crafting blueprints onto a workstation and then work them to refine lumber. You can clear workstations, or just put new plans down instead. In this way, you can set up a bunch of workstations and assign your citizens to each make a different kind of resource.

The next update is going to include some pretty serious overhauls to some of the backend as I prepare the game to accept the sweet, sweet loving of screen shaders, and lay the basic foundations for more modular (Re: Multiplayer-friendly) code. This will also enable me to simplify things such as key rebinding, an auto-update feature (hopefully) and I'll be implementing a time-of-day system in conjunction with the shaders. As a result, next week's update may be purely visual, but we'll see what I can get done!

Remember to share the links with all the gamers and/or independantly wealthy philanthropists you know!

Monday, June 4, 2012

Townseed 0.09


(Townseed Test Build) 

(Preorder Townseed)
 
(Townseed on Facebook)

0.09 UPDATE NOTES

This has been a really busy week for me dealing with a contract that's come in, and especially since coming off of crush week, it feels paltry, but here it is. Not a lot of new content but a lot of bugfixes. I don't know just what I have to thank, but the funding drive spiked a bit this past weekend, which is exciting to see. I've got some press releases going out later as well. All in all things are looking exciting for the game! This update is mostly bugfixes and a few cosmetic things, change to resource requirements.

Incomplete blueprints can no longer be "Destroyed". They can only be removed through "Remove blueprint" as intended.

A bug that would cause Townseed to crash when walking diagonally across area borders has been fixed.

A bug that causes trees cut within a few frames of another to be instantly destroyed has been fixed. (I think)

A bug that causes construction to be immediately destroyed when completing it is fixed. (I think)

The player can no longer sprint across deep water!

Women now have the gamut of hairstyles for their sprites.

The resources required for most construction have been reduced.