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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42459 times)

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #75 on: November 16, 2016, 08:22:30 pm »

Little update today mainly focusing on the randomly generated buildings, I've added lots of new tilesets so you'll find many different kinds of buildings, I've also added two new buildings, the best being the void gate, a building only found in the kingdoms of void races, very rare and ridiculously powerful!

* Fixed kingdom renaming bug
* Added 57 new tilesets
* Added 15 million new ogre faces
* Added 15 new roof tiles
* Added Cave Houses (basically hovels attached to caves)
* Added Void Gate Building (very rare and very powerful)

Get it over at www.reddit.com/r/warsimrpg

Heretic

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #76 on: November 17, 2016, 09:09:51 am »

PTW
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Retropunch

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #77 on: November 17, 2016, 10:57:45 am »

Awesome game Huw, I've played through a few iterations and I really enjoy it.

However - and this is quite a big however as I know it's a console based game -  it's sort of getting too complex to manage just via console, or rather it's difficult to keep track of everything without some sort of display that constantly shows stuff like number of troops, treasury, incoming amounts, diplomacy and all the rest.

Even if it was just another console window that constantly showed all your kingdom stats/buildings/troops and all the rest it'd be very, very useful.

My worry is that as it grows bigger it'll eventually hit a sort of cliff, where the fun starts dropping off as it becomes too complex/tedious to manage everything. It's not there yet, but it might be soon.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #78 on: November 17, 2016, 12:30:14 pm »

Thanks for the comment retropunch, that's certainly something I'll try my best to avoid! I'm hoping I can keep the complexity more under the hood, so that the game has tons of depth without having to confuse the shit out of everyone :)

Retropunch

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #79 on: November 17, 2016, 01:44:39 pm »

Thanks for the comment retropunch, that's certainly something I'll try my best to avoid! I'm hoping I can keep the complexity more under the hood, so that the game has tons of depth without having to confuse the shit out of everyone :)

I think complexity is good!! It's definitely what I want out of this sort of game, and hiding stuff under the hood can sometimes make the player not feel quite so in control. More than that, it's less about complexity and more about remembering how much/what stuff you have.

As I say, the best way to do this would be to have a separate window/console constantly showing your kingdoms resources/buildings/armies. I imagine you're a pretty nifty coder, but if you've not attempted doing this before in C++ I'd have a look here: http://stackoverflow.com/questions/20847474/multiple-consoles-for-a-single-application-c


 
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #80 on: November 17, 2016, 05:29:02 pm »

By under the hood stuff I mean things like independent kings having personalities that effect their responses to various diplomatic actions, basically the game having lots of depth that on the surface you may not notice, things like the randomly generated speeches your staff give, the different kinds of jokes the jesters can tell, things that add replayability to the game.

Cheers for the link though, gonna check it out

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #81 on: November 17, 2016, 05:29:26 pm »

A little update today, added a bunch of roof tiles, a few little flag parts, brawling to the thickblood tavern, added golem faces to the game, 7 million of them!

* Added 20 New Roof Tiles
* Added 3 flag parts
* Fixed random name generator race spacing bug
* Added brawling to the thickblood tavern
* Building names now follow race type
* Added a new building tileset
* Added golem faces to the game (7'618'050 total)
* Added golem face generator to generators

[New Golem Faces](http://i.imgur.com/n03Ur3R.png)
[New Thickblood Brawlers](http://i.imgur.com/ScLWpW0.png)

Retropunch

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #82 on: November 17, 2016, 05:39:51 pm »

By under the hood stuff I mean things like independent kings having personalities that effect their responses to various diplomatic actions, basically the game having lots of depth that on the surface you may not notice, things like the randomly generated speeches your staff give, the different kinds of jokes the jesters can tell, things that add replayability to the game.

Cheers for the link though, gonna check it out

Ahh awesome, yeah I think all those things will be great.

I honestly believe that splitting it onto multiple consoles will really, really improve playability. It'd allow the player to make more strategic decisions as they'd have the their empire's resources, troops and stuff right in front of them.

For instance, on the buying and selling troops page - I can't see how many of each type I actually have. Sure, you could put it on that page (and I'd recommend it as a quick fix) but it'd be better to see it constantly to one side.

Anyway, really awesome game - can't wait to see more!
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #83 on: November 21, 2016, 12:21:01 pm »

Been a few days without an update due to life issues at the moment but gonna try my best to keep them coming, wanted todays update to be nice and packed so we've got lots of new content, my favorite two are the new game screen that tells you who the races of the world are and the new sentinel race type which when defeated bequeath you a special and very powerful artifact so if you see a sentinel race on their last land, kill them! :)

* Added 64 New roof tiles
* Fixed roof tile spacing issue
* Added game race explanation (credit /u/voliol)
* Added 10 new names to the name generator
* 18 new flag parts
* 12 new building tilesets
* Modified Barbarians
* Added berserker race
* Fixed raid and invade counters reading all
* Added total raids and invasions and skirmish counters
* Added Metal race type
* Added Steel races types
* Added Warborn race type (stronger people, slightly more populated)
* Added Weeping race type
* Added Vile race type (evil)
* Added Sentinel race type (special guardians of an artifact)
* Added Psychotic race type (evil)
* Fixed hall of artifacts text bug
* Added new artifact "Obsidian Sword" that is only gained by destroying a sentinel race (ie sentinel dwarves) you have to be the one to destroy them!

http://i.imgur.com/nzzeChO.png
http://i.imgur.com/LFoX8OD.png

get the game on www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #84 on: November 22, 2016, 06:00:04 pm »

Little update today, adds a new building type called diamond mine which can be found only in kingdoms of dwarves, making them far richer than any other miners, also added a new races, witches, who have no face files currently, the black market can also be lost to the bandits if you don't garrison it, I've fixed a few little bugs, added a new tile pack for rooves and a bunch of dwarf faces, multiplying the amount of dwarf faces by at least 10, enjoy!

* Fixed the obsidian sword text bug
* Added diamond mine building for dwarvern kingdoms
* Fixed emmisary of war result text bug
* Added witches race to the game
* Added Ability for black market bandits to overrun you and take back the black market if you own it
* Added 22 roof tiles
* Added 3775242240 new dwarf faces

get the game on www.reddit.com/r/warsimrpg

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #85 on: November 23, 2016, 07:41:01 am »

Todays update's biggest feature is vassilisation, though it's not complete it's a start, currently you will be able to vassalise a kingdom that doesn't hate you too much if you have 5 times the troops they do and are hostile to them, they will provide you with a tribute of 20% of their income each turn, in future this will be greatly expanded! also some new race types a few fixes and lots of new tile sets to play with!

* Added Leopards/were-Leopards/half-Leopards/Leopard folk/evolved Leopards/shapeshifting Leopards/Leopard men
* Added Cougars/were-Cougars/half-Cougars/Cougar folk/evolved Cougars/shapeshifting Cougars/Cougar men
* Added Beetles/were-Beetles/half-Beetles/Beetle folk/evolved Beetles/shapeshifting Beetles/Beetle men
* Added Butterflies/were-butterflies/half-butterflies/buttefly folk/evolved butteflies/shapeshifting butterflies/butterfly men
* Added Buzzards/were-Buzzards/half-Buzzards/Buzzard folk/evolved Buzzards/shapeshifting Buzzards/Buzzard men
* Fixed sell soldiers and knights options showing when unavailable
* Fixed incorrect rents screen for independent kingdoms
* Added ability to vassalise kingdoms with 5x less troops than you
* Vassal kingdoms provide you with 20% of their income
* Added 12 new building tiles

http://i.imgur.com/5V7uhlp.png
http://i.imgur.com/RuITRUH.png

download the game for free at www.reddit.com/r/warsimrpg

Asin

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #86 on: November 23, 2016, 09:44:14 pm »

Hello. How do I go to the next year?

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #87 on: November 24, 2016, 05:23:56 am »

Everytime you exit from the kingdom screen you end the turn and it progresses to the next year :)

Asin

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #88 on: November 24, 2016, 01:14:10 pm »

Thank you.

exdeath

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #89 on: November 24, 2016, 07:17:25 pm »

You could change the arena betting system to a saltybet style system.
Instead of getting 2x of what you bet if you win, the payouts are made proportionally, based on the amount of betted on your soldier.
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