![]() Semi transparent border and a few needed some more work: Lots of fixes on item’s images, most are the addition of the missing 6px Game Version: 12 (newest version on github) This mod add a Distiller workbench for the cook as well as a few more drink recipes using the Distiller. Brewery Mod 3.1 - Alpha 12 - *It’s Back!* This Mod adds lots of new recipes for the cook and also pigs and yaks Mods and Mod Concepts Stonehearth Cafe (Cooking And Farming Expansion) 1.5 If you have any questions, please reply below and mention moderators, we will do our best to assist! Please try and maintain consistency by following the template at the bottom of the topic. We also get to take advantage of the many great UI tools that exist in the browser: jquery, css, html5 canvas, etc.This topic has been made a wiki! This means that any user can edit this post to add or update mods listed here. Every frame the game renders the chrome window to a texture and overlays it on top of the game.Īs you can see from the 2nd half of the video, this gives us all kinds of goodies for free, like an excellent debugger. Basically the UI runs in an offscreen chrome window and communicates with the game via a tiny embedded http server. Our UI is 100% HTML and JS, using the Chromium Embedded Framework. ![]() Different parts of the UI should be easily discoverable.This kind of simulation game has a lot of management sections, so there are two big goals of the UI. Don't worry, the real world will look even better than our prototype. The progression shown is no armor -> leather -> iron -> steelįirst, yes, the world is tiny and ugly as crap! We haven't ported proper world generation to the production code. So you will be able to gear up your townsfolk and army through crafting and looting monsters. Here are a few different goblin variants along with some weapons and a battle standard.Īnd here is a set of models showing the gear progression for a melee combat unit. Goblins will always attack in packs, and will coordinate their actions. The first monsters we're adding are goblins. So while Ponder (the coder) focuses on monster AI and threat tables, I've been working on both our UI infrastructure and modelling the basic enemies and combat units. Resource gathering and building are complete, and we've moved on to combat! We're doing this so we can start tuning the overall pace and feel of the gameplay as early as possible. Our short-term goal is to implement a "first pass" of the three pillars of the game: resource gathering, building/crafting, and tactical combat. As always, you can find out what we're up to by visiting our devlog. I would say our ETA for something playable is "when it's done," but that's always such an annoying answer, so I'll instead say ambitiously "sometime in 2013." Now that we've defined the core game, we are integrating LUA scripting and implementing the core game features like crafting, AI, and combat. In 2012 we fleshed out the game concept and build a C++ prototype that demonstrates the building mechanics. These screenshots are from our Nov 2012 prototype (here's a As a modder you will be able to anything we've done, including introducing new content (items, monsters, scripted events, etc), reskinning or adding to the UI, adding new character classes, you name it. So we’re building everything: UI, unit AI, scripted scenarios (everything!) as a set of "1st party mods" to our core engine. We love mods, especially for sandbox games. Robust class trees for both combat and civilian units.RTS-style combat with an emphasis on tactics over micro and speed.Scripted RPG-style adventures to discover.Randomly generated, destructible worlds built with voxels.Here is a longer description of our ambitions for the game, if you're interested. Our goal is to combine simulation and city management elements with a great, tactical combat and RPG-like progression for your town's citizens and heroes. We are inspired by Dwarf Fortress and the tactics games of the SNES and PS1 generations, as well as table top RPGs. Long time lurker, first time poster! Stonehearth is our sim/RPG/strategy hybrid set in a voxel, fantasy world.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |