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Where should Fief go next?

Continue with the industry and action development and survival portion of the game.
- 13 (44.8%)
Straight track to peasants and town management, add other industries and skills later.
- 16 (55.2%)

Total Members Voted: 29


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Author Topic: Fief: the Medieval Manor Simulation  (Read 34215 times)

thepodger

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Re: Fief: the Medieval Manor Simulation
« Reply #75 on: January 20, 2014, 07:23:32 pm »

Really hope to see this continue to develop over the next few years.  At least, I hope you stick with it and do the slow-burn roguelike development schtick over the long term.  This idea is ripe and your implementation looks solid.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #76 on: January 22, 2014, 12:15:57 pm »

Really hope to see this continue to develop over the next few years.  At least, I hope you stick with it and do the slow-burn roguelike development schtick over the long term.  This idea is ripe and your implementation looks solid.

Thanks!  I hope development can continue for a long while.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #77 on: January 29, 2014, 09:16:12 pm »

New version is out (0.4.268 alpha), check it out!
www.arboreantears.com/fief/download
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MaximumZero

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Re: Fief: the Medieval Manor Simulation
« Reply #78 on: January 30, 2014, 12:58:06 am »

Posting to watch. Looks like it'll be neat eventually.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #79 on: January 31, 2014, 05:24:26 pm »

Posting to watch. Looks like it'll be neat eventually.

hey! It's neat now! :P

But it will get better...
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #80 on: February 03, 2014, 05:48:44 pm »

I've been trying to decide where to go next with Fief development.  It seems a lot of people are keen on seeing the town-management part of the game, rather than the survival aspects.  I had planned to work on animals, hunting, and crops for the next release.  But after that I could put survival aside and head straight for the meat of the game.

Should I stick to the low road and finish the survival portion of the game, working on industry actions and skills, and development arcs. 

OR

Should I put all the structure in for a straight path to peasant management and add the other actions and skills later on.

So... I'm going to let you all decide.  Check out the poll!
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MaximumZero

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Re: Fief: the Medieval Manor Simulation
« Reply #81 on: February 03, 2014, 07:28:21 pm »

Survival is cool and all, but I really, really like the sound of the peasant management and whatnot.
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Tellemurius

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Re: Fief: the Medieval Manor Simulation
« Reply #82 on: February 03, 2014, 08:37:22 pm »

I would suggest getting started on simple buildings and somewhat of a farming system before you go onto doing Peasant Management. I mean once you get into that you will be working on ai which you can just go ahead and make for all.

Chaos Armor

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Re: Fief: the Medieval Manor Simulation
« Reply #83 on: February 03, 2014, 09:14:26 pm »

PTW. This game looks interesting. I want to keep an eye on it.
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Rilder

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Re: Fief: the Medieval Manor Simulation
« Reply #84 on: February 03, 2014, 10:53:09 pm »

I'd vote to at least add a bit of the peasant management for now, maybe not make it your primary focus though since I'm assuming that adding the system would work out a lot better once you have everything sorted out in the survival aspects.
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Fikes

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Re: Fief: the Medieval Manor Simulation
« Reply #85 on: February 04, 2014, 05:59:26 am »

I think having peasants and buildings and workers will really separate this game from URW and Cataclysm, so I'd say that should be a high focus.

I would suggest starting pretty simple though. Allow the player to build a hut which would provide 5 peasants after a time. Also have a logging camp building that would consume 4 peasants but provide a supply of branches and logs.

Peasants themselves don't even have to be modeled, yet.

In other news, does anyone have a first 5 days walkthrough, including recipes? I could not figure out how to make any of the correct rocks I needed for basic tools.

Anvilfolk

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Re: Fief: the Medieval Manor Simulation
« Reply #86 on: February 04, 2014, 11:04:59 am »

I'd focus on whatever you feel like developing honestly. Too many projects fizzle out, so just keep yourself motivated :D

Lucidvizion

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Re: Fief: the Medieval Manor Simulation
« Reply #87 on: February 04, 2014, 12:35:26 pm »

My personal opinion is that if you're wanting to go the full simulation game route you're going to want the survival aspects in the game first, since the peasantry are going to be trying to live and survive using that ruleset as well.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #88 on: February 04, 2014, 12:47:19 pm »

In other news, does anyone have a first 5 days walkthrough, including recipes? I could not figure out how to make any of the correct rocks I needed for basic tools.

BY request, here is a small startup guide:

Gather stones and branches using the survival skill on stone debris piles and trees respectively.

1 Hammerstone = 1 Stone
1 Stone Edge =  1 Stone + (tool) Hammerstone

With the stone edge you can carve up branches to create handles and other wooden items.  Then gather plant fibers either from reeds (found in marshes/shores) or flax (found in grasslands), combine 2 plant fibers to create a primitive cord.  With that, wooden handles, and stone edges you can create knives and axes.  Now that tools degrade over time, you'll be replacing these often.  I would also aim for building a Primitive Shelter (using branches and leaf brush) as this greatly increases the effectiveness of sleeping and lessens hunger/thirst degredation when sleeping.

Crafting will get a little bit better, as I am adding it in so you can put a single item into the crafting grid and all recipes including that item will be displayed (even if not craftable).  Also fixing the bug that doesn't display crafting options when you have too many of an item for a recipe.

Hope this helps!   Thanks for the comments everyone! 
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #89 on: February 06, 2014, 11:11:51 pm »

I'd focus on whatever you feel like developing honestly. Too many projects fizzle out, so just keep yourself motivated :D

Good advice...

While waiting for more votes to roll in, I started working on world map generation, because it'll be essential for building out the manor and for populating animals for hunting (as I need to know what kind of animals should be found near the manor).

The preliminary results can be found here:  http://arboreantears.com/2014/02/06/worlds/
Things are looking pretty good, and I can generate these very complex maps very quickly.
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