• Towns
    138 replies, posted
[IMG]http://i.imgur.com/0wwdb.png[/IMG] [release]Towns brings a fresh new take on the citybuilding/management genre by introducing many RPG features. Drawing inspiration from games such as Diablo(not quite yet), Dungeon Keeper, Evil Genius, Theme Hospital and Dwarf Fortress, the game has you managing a settlement on top of an active dungeon. Instead of playing the hero who delves deep into the dungeon, how about playing the town that houses and caters to the hero's needs? Both the RPG and strategic aspects will be fleshed out over a series of sprawling dungeons. Craft unique weapons, obtain randomized loot and build a settlement capable of holding back the forces that come up from the depths![/release] [url=http://townsgame.com/]Towns[/url] is a game largely inspired by [url=http://www.facepunch.com/threads/1160339]Dwarf Fortress[/url]. Like Dwarf Fortress, you are tasked with building a settlement, looking after your little dudes, and defending your base. The game is in alpha right now. Like what most indie developers are doing, you can pre-purchase the game and play the alpha versions. [url=http://townsgame.com/index.php?option=com_content&view=article&id=4&Itemid=5]They have a demo version for free on their website.[/url] Give it a try. [release][h2]Media[/h2][media]http://www.youtube.com/watch?v=sm9Gqk3RyyY[/media] [img]http://townsgame.com/images/screenshots/thumbnails/testNewInterface.jpg[/img][img]http://townsgame.com/images/screenshots/thumbnails/screen037.jpg[/img] [img]http://www.townsgame.com/images/040/happytown_1024.JPG[/img] [/release] I'm having a lot of fun with it. There are features that still need to be implemented/tweaked (like heroes), but it is in alpha and should be expected. UPDATE [quote] Towns patch notes Version 0.45b Change: Heroes come/stay prerequisites Fix: Blue color now can be stored in piles/containers Fix: Pears automation harvesting Fix: Issues with planted banana trees, blue radish and snow trees Fix: Stuck (invisible) citizens when placing walls (or just non-passable cells like water) Fix: Citizens starving to dead with food on the world (related to the previous fix) ----- Version 0.45a Add: Management menu for piles and containers Add: A clock to use in some zones Change: Heroes exploring routines Change: Citizens will starve to death after 2 full days without food Change: Negative speed % applied when a citizen is hungry Fix: Some tree/planting scripts Fix: Some wall sizes and positions Modders: Crash if you set a building without prerequisites solved ----- Version 0.45 Add: Now living entities (IE. a cow) can hate any other livings (IE. a pig). Add: Speed buttons on the UI. Add: Status messages on the loading screen. [b]Add: First heros![/b] Add: Fog of war on dungeons. Add: You can click on the messages to set the current view where the event is happening. Add: The badger arena! Add: New option on the game menu to disable by default all items when you create a pile or a container. Add: New option on the game menu to pause the game when it starts. Add: New option on the game menu to activate transparencies near the mouse cursor Add: Un-till terrain. Add: Un-dig terrain. Change: No more berseker soldiers. Now soldiers have 3 status, GUARD, PATROL and BOSS AROUND. Change: Health points restored when sleep are set to 5% of maximum base health points (instead of 1 HP). [b]Change: No more hunger-lock. Now, when a citizen is hungry they walk at 50% speed but continues performing normal tasks.[/b] Change: Better fluids and tasks management routines. Change: Citizens search for a nearest hospital (or dinning room) instead of the first hospital (or dinning room) created. Change: Citizens now use the beds on the hospitals, and heals faster if do so. Change: Citizens works and walk slower if they are unhappy. Change: Savegames now are placed on userdocs/.towns/save/BUILDNAME/ where BUILDNAME is the current game build (IE. 0.45). Change: Citizens (and heros) walks to his assigned room when they come. Change: Zones now can be built on edges and close to a slope Change: You can scroll now with the WASD keys (or arrows) and up/down levels with the QX keys (or mouse wheel). Fix: Stockpiles under a building are not allowed. Fix: Harvest button now also harvest blue radish. Fix: Entities with assigned path will not pass through holes if you remove a ladder while they are following it. Fix: Tooltip issue on production panel with multiple items/livings. Fix: Autoequip while healing do not stuck citizens anymore. Fix: Half-Buildings on the left or top area of the screen are displayed . Fix: Walk glitches when a citizen is close to the wall or after a fight. Fix: Citizens doesn't make the same haul task when the item to be moved can be placed in a container AND in a stockpile. Fix: You can use the non-numpad '+' key to increase the speed. Fix: Immigrants now CAN find the path to the colony even if his assigned zone has walls on the first cell. Fix: Cancel terrain actions (like till) now works even if a citizen started to do it. Fix: Glitch with roofs when you have a building inside other. Fix: Equip/unequip now doesn't stuck citizens in certain cases. Modders: Removed the ITEM_CREATE_ITEM, LIVING_CREATE_ITEM and TERRAIN_CHANGE_TERRAIN action types. Modders: Added the <generatedItem> tags to actions. This way you can set the production panel icon (it overwrites teh <createItem> icon). Modders: Added the "useSource" atribute to <move> tags. Modders: Added <replaceCellItem>itemID</replaceCellItem>, <destroyCellItem /> and <moveTerrain /> tags to action queues. Modders: <id> and <startingPointID> tags to use on the <seed> ones. This way you can name a seed and force a second seed to start inside the first one. Modders: <hate> tag for living entities. Modders: Some nice error messages that will help modders if something fails on map generation. Modders: <heightMin> and <heightMax> tags added to the <seed> tag. This allows you to create seeds on certain heights. Modders: Subtag <terrain> under the <change> tag now accepts special types (_WATER_, _WATER_INF, _LAVA_, ....) again. Modders: New social zone <type>SOCIAL</type> on zones.xml. Modders: Removed the <type> tag from actions. Now all actions must have a queue. Modders: <maxHungryTurns>, <maxSleepTurns> and <eatZone> can be scripted on livingentities.xml. [/quote] Have a question on how to play the game? [url=http://www.townswiki.com/wiki/Main_Page]Here's the Towns Wiki[/url]
I really like the idea, grabbing the demo now. [quote]Diablo, Dungeon Keeper, Evil Genius, Theme Hospital and Dwarf Fortress[/quote] It's a compilation of some of the best games in their own genres. It's brilliant. After playing it for a while, it plays like Dwarf Fortress, with better art and an easy to use interface.
Really hope the Mac demo works on this old outdated hunk of junk. [editline]5th February 2012[/editline] What a surprise. Refuses to launch the damn thing, just gives an error saying it's not an executable when running the towns.command even via terminal....
[QUOTE=Jamie1992GSC;34554670]Really hope the Mac demo works on this old outdated hunk of junk. [editline]5th February 2012[/editline] What a surprise. Refuses to launch the damn thing, just gives an error saying it's not an executable when running the towns.command even via terminal....[/QUOTE] Do you have Java 1.6?
I fucking love Dwarf Fortress, and this game shows promise, but there is no way in hell I am paying real, actual money for it. This indie "sell the alpha" sales model is starting to become a shitty thing. If you're making games because you've got a passion for it, you shouldn't be in it for the money. If you're making games to make money, sell a finished product, not promises.
[QUOTE=mr hobo;34554751]Do you have Java 1.6?[/QUOTE] Not sure on exact version but I updated it like 2 weeks ago. And I know for a fact Java very rarely EVER updates. Maybe cause I'm old OSX 10.4? [editline]5th February 2012[/editline] Just tried it on my Girlfriends Mac running 10.6.8. Goes to run but then bitchs about privileges. I think I need a password, but she's gone back to sleep so I'm SOL.
[QUOTE=Sector 7;34554822]I fucking love Dwarf Fortress, and this game shows promise, but there is no way in hell I am paying real, actual money for it. This indie "sell the alpha" sales model is starting to become a shitty thing. If you're making games because you've got a passion for it, you shouldn't be in it for the money. If you're making games to make money, sell a finished product, not promises.[/QUOTE] They normally use the funding to support full-time development if they chose to quit their jobs so they could work on the game. Those people literally survive off of that money.
Dwarf Fortress with a good UI? [I]Take all my money.[/I]
Man if they're calling it a DF-like game, those are pretty big shoes to fill. I'll have to watch that video in the morning or when I have 40 minutes to spare.
What ever you do, don't dig into a 1x1 tile of water. Apparently it holds unlimited water. It flooded my ENTIRE floor killing all but one of my people. Most of them drowned when they were sleeping!
[QUOTE=mr hobo;34555490]What ever you do, don't dig into a 1x1 tile of water. Apparently it holds unlimited water. It flooded my ENTIRE floor killing all but one of my people. Most of them drowned when they were sleeping![/QUOTE] Fun!
Needs better UI and better font, everything else I can live with.
Been playing the tuts, looking really good, def gonna play this more tomorrow.
It may have dwarf fortress elements, but unless you can get horribly mangled to the extent you can in dwarf fortress, i'm not getting it.
[QUOTE=maqzek;34555560]Needs better UI and better font, everything else I can live with.[/QUOTE] Agreed, reading that font is a pain in the ass which after doing the first tutorial I closed the game because I didn't want to spend 2 minutes trying to read smoothly what it's trying to explain to me. It's trying to follow DF style in the font and it fails horribly.
I played it a bit, but I don't think I'll play it much until it's had a few big updates.
Looks very interesting
[QUOTE=Sector 7;34554822]I fucking love Dwarf Fortress, and this game shows promise, but there is no way in hell I am paying real, actual money for it. This indie "sell the alpha" sales model is starting to become a shitty thing. If you're making games because you've got a passion for it, you shouldn't be in it for the money. If you're making games to make money, sell a finished product, not promises.[/QUOTE] How else would they make money during the development? Also, selling the alpha gives people the opportunity to make YouTube videos and such which gives the game a whole bunch of word-of-mouth advertising.
Since the site is slow, shall i mirror the demo on my site? [url]http://www.worldofvagax.com/towns-latest.zip[/url] Latest Town demo - Windows
I really like the soundtrack to this game. I'm happy to see new things on GGD. This game looks promising!
Ugh, those froggy gentlemen attacked 3 of my settlers and killed them. Down to 4 now, have spare rooms but no immigrants are coming D: Scratch that, 3 settlers remaining... cleared out the dungeon and the froggy's on land.
I prefer DF.
Looks quite interesting, I'll give it a shot.
Reminds me of that Java game Haven & Hearth (wow, it's been so long since I played that... Good times!)
[QUOTE=Orkel;34559000]I prefer DF.[/QUOTE] I do too right now. But I do think there is lots of potential here and some pretty cool ideas.
Looks like it has potential. I'll favorite this thread to keep an eye on it. Assuming you keep this thread updated.
This is pretty much Dwarf fortress in 3D, I guess. Pretty neat.
The dungeon on the fourth level spans the entire map... so I flooded it.
This game is really neat. There are still quite a few annoying things, such as you can't move placed items around (doors, beds, workshops), and whenever my people are attacked I can't jump to them. Also, there's no "FORBID" zone so I can't stop my fools from taking on a horde of spiders. Also, how does one go about reproducing?
[QUOTE=Eric95;34558227]How else would they make money during the development? Also, selling the alpha gives people the opportunity to make YouTube videos and such which gives the game a whole bunch of word-of-mouth advertising.[/QUOTE] Kerbal Space Program is completely free and highly successful. Allowing people to download and play betas/alphas gives a game a [i]much[/i] stronger fanbase for when the game actually releases. This model of payment only worked for minecraft because it was a new kind of game - why in the world would I pay money for [i]this[/i] game when I can already get Dwarf Fortress (which has literally one hundred times as much content) for free? [sp]and it didn't even work for minecraft. The game's development process crashed and burned once they started raking in dosh.[/sp] [QUOTE=ZestyLemons;34560540]This is pretty much Dwarf fortress in 3D, I guess. Pretty neat.[/QUOTE] Dwarf Fortress is already 3D? unless you're talking about graphics, in which case they're both still 2d.
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