Stonehearth mods alpha 11
![Stonehearth mods alpha 11](https://loka.nahovitsyn.com/116.jpg)
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Our original thinking on economy is that "gold" would be an abstraction which let you get access to other parts of the game that you may need occasionally, but not want to invest a lot of gameplay in. I hope that mods can allow for an expansion on the economic side as well, since I'm not that interested in RTS but I'm really into city building games (with production chain management, resource management, supply and demand management and traffic management).Īlso, building new models to use in-game like Lego is brilliant! (Something Minecraft lacks, imo, with its hardcoded crafting.)Ĭould you describe in more detail what you mean by modding the economic side? We want as much of the game to be moddable as possible. We're striving for this ant-farm quality to the game, where building and exploring are super fun, but just watching your citizens running around doing their thing should be just as engaging and surprising for the player. If they get hunger, they'll go looking for food to eat instead of working themselves to death. If an invading force gets too close to your town, they'll of course all run for their lives. =) In the real game, there will be all sorts of real-life interruptions. Right now it's still very early days for us, so that's about all they care to do. Though they each have their own, independent agendas, one item in their priority list is to help out with the construction of the house. In the video, you can see the workers coordinating their actions via the gang scheduler to cooperatively build a house. For example, it makes sure the two columns between supporting a wall get built before the wall itself and that all 4 walls of the house are built before someone starts working on the roof. It has a dependency tree of all the projects the player has diagramed out to make sure things get built in the proper order. You can think of this guy like the foreman, who picks out the best thing to work on next.
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If they're tired, they'll go to sleep, and if they see something scary they'll run away.įor coordinated tasks like building, we have a gang scheduler which coordinates the jobs of the workers. In our AI system, each unit has their own little brain, complete with observations about the world, goals about what they want to achieve, and ways about getting what they want. Here's a demonstration of the AI worker scheduler coordinating the construction of a house. Stonehearth raised $750K with a $120K goal back in May 2013.It's been a long road, but we're making good progress in converting our prototype build engine into the real thing. The purpose of the early build is to smoke out bugs, so the developer advises gamers with a "lower tolerance for bugs" to wait for their more stable releases. One feature the Alpha 1 build will not have is the ability to save games. * Your citizens will eat when they get hungry and sleep when they get sleepy * Basic crafting, with one profession: the Carpenter * Harvesting resources (wood, berries, etc) and storing them in stockpiles * Ability to choose where you want to settle
![stonehearth mods alpha 11 stonehearth mods alpha 11](http://perfectlymodded.weebly.com/uploads/5/7/9/0/57901157/engineer-s-house_orig.png)
Based on our progress, we’re officially calling this the Stonehearth Alpha release, or more specifically Stonehearth Alpha 1." Indie developer Radiant Entertainment has revealed the studio's upcoming plans for the alpha test of their blocky city building game Stonehearth, which $30+ tier backers will be able to play.Īccording to the studio in its Kickstarter update, "We will release this first version of Stonehearth in the second half of December.
![Stonehearth mods alpha 11](https://loka.nahovitsyn.com/116.jpg)