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1370452 Posts in 64468 Topics- by 56532 Members - Latest Member: Aevv01

December 15, 2019, 01:04:42 PM

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TIGSource ForumsCommunityDevLogsArclands - 2D Survival City Builder RPG
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« Reply #20 on: January 11, 2019, 02:59:02 AM »

Fantastic! Will try this out for sure when you have a demo.
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JonKeller
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« Reply #21 on: February 06, 2019, 05:15:53 AM »

Thank you. Smiley I wrote a new little devlog about losing!

DevLog #1 - Death & Magic

There are two ways to lose in Arclands - either your main building gets destroyed or your citizens grow so unhappy that they leave. In a regular city building game you'd have nothing to carry over to your new city - that always struck me as a little disappointing. That's one of the reasons why I wanted to give Arclands more RPG elements - mainly a main character that grows stronger with you. This mechanic obviously has been popularized by modern roguelikes which make failing part of the fun - but Arclands is similarily inspired by older hero driven RTS games like Warlords Battlecry and Spellforce.


Uh oh.


Depending on how well you did (like how big your city was, how many rare artefacts you've found...), you get benefits for your next try. You can carry over some of your most loyal citizens, salvage rare resources and get EXP for leveling up. This serves two functions: the early game becomes shorter, so you don't have to invest a lot of time to get to where you once were, and you become stronger, so you can progress even further.





Character growth is very important to Arclands - I really want to capture the feeling of getting stronger with each try. That's why I'm also implementing a diverse list of spells you can learn to defend your city better and be more likely to survive exploring dangerous places. Some may be learned by simply leveling up and choosing on a skill tree, others can only be found hidden in the wilderness. Here's a cute little meteor spell for you:





Well, that's it for now. Hope this was interesting to you - see ya'll next time. Smiley

If you want to stay up to date consider subscribing to my mailing list here. Thank you!
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JobLeonard
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« Reply #22 on: February 06, 2019, 09:35:15 AM »

Looks great! Have you considered locking the controls to the wizard, similar to Factorio?

I have thought a lot about this because It's important to me that you feel a connection to your main player character. But since you need to be able to take control of your other units too, that idea fell flat pretty fast. Selecting your wizard is only a shortcut away though.
You could make it that you can control your units remotely if your wizard is in the wizard tower (like they're using some kind of Palantir thing) but controls are locked to them Factorio style otherwise.

Of course, that leads to the question of why would you ever leave your Wizard tower, but that could be a fun thing to play with in and of itself.
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JonKeller
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« Reply #23 on: February 10, 2019, 02:29:06 AM »

You could make it that you can control your units remotely if your wizard is in the wizard tower (like they're using some kind of Palantir thing) but controls are locked to them Factorio style otherwise.

Of course, that leads to the question of why would you ever leave your Wizard tower, but that could be a fun thing to play with in and of itself.

That's an interesting idea, but that would mean you'd have to go back to the tower everytime you would want to select another unit. I've decided on a system where you can select anything anytime, but If you have 'nothing' selected you are controlling the wizard. Makes the most sense to me and is the quickest to navigate.
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JonKeller
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« Reply #24 on: July 20, 2019, 07:28:51 AM »

Still hard at work making Arclands a reality... finally found some time to write up a new Devlog. This time it's about interfacing with your village. This should clear up if the control scheme is more SIM-like or RTS-like.

Read it on itch.io if you like: https://jonkeller.itch.io/arclands/devlog/62210/devlog-2-buildings-citizens

Thank you! Smiley
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JobLeonard
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« Reply #25 on: July 20, 2019, 11:38:21 AM »

Quote
On first glance the resource chain seems simple - you may grow wheat on a field, which gets ground to flour in a windmill, which gets converted to organic artisan bread by the local bakery. I am not a fan of set-and-forget type buildings in SIM games though - that's why I decided to give most buildings more options. Generally you can define both input and output for a goods producing building: With which flour is your bakery going to bake which goods? Which kind of ore is your smith going to use to produce which weapons?
I hope you're not throwing shade on The Settlers here, because that game is amazingz :p

But this sounds really interesting! Can't wait to see how this develops further!
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JonKeller
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« Reply #26 on: July 21, 2019, 08:45:07 AM »

I hope you're not throwing shade on The Settlers here, because that game is amazingz :p

But this sounds really interesting! Can't wait to see how this develops further!

Oh, I would never! Settlers is one of the many inspirations for this game for sure. And thank you for your kind words!
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