Ack! I missed our regular Tuesday developer update, but I have a good reason! We’ve put the finishing touches on our Kickstarter video and submitted it for approval. Hopefully the Kickstarter guys can get back to us in time for our scheduled launch on the 29th.
Ok, so back to business. If you’ve been following along, you know that all your little citizens have an RPG-like class. That goes for the military units like Swordsman and Archer, but it’s also true for your crafters. And so (drumroll), here is a shot of the Weaver class and a lot of her craftables.
The weaver spins raw materials (cotton, flax, wool, etc) into consumable goods like cord for bows, and cloth for clothes and bedding. Where do those sheep, plants, and tools (the spinning wheel and loom) come from? Other crafters of course! We’re shooting for a real economic model between the the crafter classes, with all kinds of interesting dependencies between the production of raw materials and their refinement into consumable goods.
That’s it for now. Happy Tuesday…belatedly. And because it’s pre-Kickstarter week, here’s a new desktop wallpaper!
Hey guys. As you can tell from the nifty countdown timer to the right, we’re less than one week away from our Kickstarter! To celebrate, we’ll be doing an update a day every day this week, with wallpapers! First up, goblins.
Today’s update will have to be super brief, because we are heads down finalizing our Kickstarter rewards and working on the gameplay trailer. Over the coming days we’ll talk more about gameplay, classes, and the crafting system.
In the spirit of keeping the blog updated, I’m going to try a little experiment here, taking a screenshot of whatever I’m working on and posting it on Tuesdays. Hence, welcome to the first Desktop Tuesday update!
What you’re looking at are a bunch of models for our farmer profession. This is all a work in progress of course. I’m happy with some of the things in there, but most still needs a little more work. The veggies in particular are a little too bright and saturated right now.
When doing this models, I try to define the forms through well-defined front and side views, only rounding off corners where it’s absolutely necessary. I’ve found that when the model gets too “jaggy” the shading of each individual voxel breaks up the old-school 16-bit RPG look we’re going for. You can see this in the farmer’s hat, which is sort of a mess compared to the clean, easy-to-read forms in the well or the wooden buckets.
That’s it for now. See you next Tuesday!
Hope you enjoyed the holidays. It’s been a while since we’ve updated the site, but I assure you we’ve been pretty busy here behind the scenes. We (and when I say “we” I mean Tony) have spent the last month or so laying down some of the last big cornerstones of the engine. Our New Year’s resolution is to keep this page up to date more often, starting with a quick redesign that’s hopefully a little easier on the eyes.
That’s all for now. Expect real updates from here on out!