Version 0.3.0 released - Villagers! Tiny grids!
Wooooo! Version 0.3 has been released now! Lots of big changes. When I picked up development again (in June), I gave the game a close analysis. I felt like base building wasn't as fun as it should be - there were no real production lines or resource gathering, and base building was too middling when each building occupied a single large tile.
So I fixed those! There's now villager (non-hero) NPCs that can be part of your guild, and they'll help out with farming and woodcutting and so on. They _usually_ won't go on quests, although I've seen a few overconfident villagers during my playtesting. Also, each single tile from before has been replaced with a 5x5 grid of tiles. Bases look a lot less organized now, haha. Healing potions have to be made out of herbs before they can be bought and sold.
Full change list for 0.3.0:
- Added a 'path-making' function to random map generation that guarantees that all largish blobs of open land are reachable from the main land mass.
- The map grid is now 200 x 200 instead of 40 x 40.
- Units can no longer walk through buildings.
- WebGL saves and loads are enabled! (So you can save and load in browser.)
- Optimized a lot of map and pathfinding functions.
- Added Villager NPCs that don't gain Wanderlust automatically and die pretty easily. You can replace them if you do enough paperwork at the Guild Hall.
- New resources: Herbs, Healing Potions, Paperwork.
- New production buildings: Woodcutter, Quarry, Herbalist, and Farm.
- Food can be produced at a Farm - only Beer and Tea are 'caravan-only' goods that you must trade for.
- (Iron for armor and weapon upgrades must be taken from a ghost-infested Ancient Mine)
- Guild jobs no longer cost any money! Priority is currently controlled at the Guild Hall. If you set a goal of having 40 wood and you currently have 15, the wood cutting will have a priority of (40 - 15 = 25).
- Gold should only be subtracted from the treasury when you spend it - on bounties, buildings, or trade
- You can now have up to 4 Heroes and 4 Villagers. On the keyboard, keys 1 - 8 will select the unit (or double tap to zoom towards).
- Heroes are now smaller scale, and their 'pixel size' lines up with the rest of the world.
- The selected unit, building, or reward flag now has a white border around it.
- Heroes now party together more often. If a hero is Waiting on a quest, they can be called into other heroes' quests. If a hero has a high enough Wanderlust, they can be invited onto another quest.
- The tutorial has been redone to explain resources and resource gathering
- Added a couple more Ruins sprites
- New title screen 'crystalize' effect. Thanks, Paint.NET
- In the selected building "Occupants" sidebar, you can now scroll if there are more than 3 heroes.
I'm excited to work on some of the storytelling systems again, and this update gives the game a great foundation. Please do sound off with any comments or suggestions for how the game feels now. Are resources too hard to get? Do villagers die too easily? Do heroes slack off too much?
My next update is going to be a smaller one focused on making storage and production management more intuitive and adding in more Hero Decision events. Nothing as big as this one, so I'm sure it won't take as long to deliver.
Get Beneath a Dead City
Beneath a Dead City
A procedural narrative colony sim
Status | In development |
Author | Joshua Galecki |
Genre | Strategy, Simulation, Survival |
Tags | City Builder, Fantasy, Isometric, Management, Narrative, Pixel Art, Procedural Generation, Singleplayer |
More posts
- We're still alive in the dead city!Mar 06, 2025
- Version 0.2.2 released - minor patchJan 02, 2025
- Beneath a Dead City released!Dec 31, 2024
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