Aug, 11
Manual production and dungeon design

The first feature that went into the next update is manual control over workshop production. The randomness in the previous versions was temporary, although it took me a while to get to that :P. Items also have their cost now, and the economy will be modified to accommodate that fact: resources will be more plentiful, but they will take longer to extract. I’ll also have to change imp AI so that they don’t get stuck mining when there are more important things to do.

The new system is pretty smart: traps are auto-scheduled for production as you place them in the dungeon. Minions will also look for something to do in other workshops if the queue in their current workshop is empty.

Screenshot_2016-08-11_20-42-47

You can also notice another change in the screenshot above. Floors and various furniture have been discoupled, so you’ll have much more freedom in designing your dungeon. All the furniture, like book shelves, training dummies and workshop tables will block creature movement from now on. The various types of floors might influence things like efficiency, minion attraction, combat, etc. (I still have to design that part). Rooms will be upgradeable.

It might also be time to let the player reinforce dungeon walls and make the prettier.

Screenshot_2016-08-11_20-38-44

I’m planning to add one more gameplay feature, which I will discuss in the next blog update. Besides that, I won’t try to stuff much more into Alpha 20. I think just polishing and balancing the new features will take enough time. There are also a few things from the campaign updates that need fixing, like travel constraints.

COMMENTS

Home Forums Manual production and dungeon design

Viewing 9 posts - 1 through 9 (of 9 total)
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  • #5243
    Keeperman
    Participant

    Can I have something like: …?

    .Cheap flammable wooden floors
    .Expensive fireproof stone floors
    .Gold floors for attracting better monsters
    .Red magic floors (costing mana) for attracting monsters faster
    .Blue magic floors (costing mana) to stop the room attracting monsters completely
    .Green magic floors (costing some mana) to somewhat increase efficiency
    .Yellow magic floors (costing lots more mana) to really increase efficiency
    .Iron floors that give a defense bonus when occupied
    .Muddy floors (costing wood) that give a defense penalty when occupied

    #5244

    Hey, floors defining which rooms attract monsters is a great idea, thanks!

    #5245
    Keeperman
    Participant

    Rooms could start off standard (muddy/wooden/flammable). You could choose from a variety of upgrades such as:
    .Efficiency/productivity upgrades
    .Monster lure upgrades (eg. attract better monsters, specific monsters, no monsters, attract monsters faster, libraries that don’t attract shaman, lairs that don’t attract wolves etc.)
    .High ground upgrades (to boost defense of occupying creature)
    .Low ground (to lower defense of occupying creature)
    .Fire proofing upgrade
    .Combinations of these sorts of things
    .Compounded upgrades like “Vampire Lure I”, “Vampire Lure II”, “Vampire Lure III” for graveyards.

    #5246
    Keeperman
    Participant

    The floors could look different depending on the upgrades the room has. The type of upgrades could change the patterns and colors of the room tiles.

    #5247
    Keeperman
    Participant

    Each room could be developed through a different upgrade path, where you choose the direction you want to take from the available options.

    #5248
    Keeperman
    Participant

    Ideas for library upgrades (costing 50 mana each):

    No Lure
    Shaman Lure
    Shaman Lure II
    Shaman Lure III
    Spell research basic (monsters learn basic spells here)
    Spell research advanced
    Spell research expert
    Mana generation
    Mana generation II
    Technology capacity (5 techs can be researched in the library)
    Technology capacity II (All techs can be researched in the library)
    Fire proofing

    #5249
    Keeperman
    Participant

    You could give the forge upgrades like:

    Quality I (Better quality equipment. More likely to get +6 chain mail etc.)
    Quality II
    Quality III
    Production Speed I (Make things faster)
    Production Speed II
    Production Speed III
    Production Cost I (Cheaper weapons)
    Production Cost II
    Production Cost III
    No Lure (Doesn’t lure monsters)
    Goblin Lure (Attracts goblins better)

    #5254
    Keeperman
    Participant

    There are 2 types of tasks.

    1) The sort that imps do (mining, forestry, construction)
    2) The sort of activities other creatures do (training, study, sleep)

    Could you make it so that I can stop an imp mining or building etc. by choosing his activities?

    Currently if I want to stop mining and start cutting trees then I have to micro manage the selected tasks on the map.

    #5349
    Guzorux
    Participant

    Oh wow, Great!

    I was away for the summer and this is great to come back to haha!
    Nice work!

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