[Slick2d] Retro-Pixel Castles > Now on Steam! <

There’s a trick for that: write your checklists on very small pieces of paper.

Got a few requests to start up a tumblr, so, tada!

Please follow and reblog my announcement post if you’re interested. :slight_smile:

You should also consider adding Disqus support to your blog (only if you want comments though)

Link should be: http://raymonddoerr.tumblr.com/

whoopsies, all fixed now. :slight_smile:

I noticed in the derelict building you had a rail track, maybe that could have some further implementation into transportation?

I have some plans for roads/pathways, but thats really far back on the backburner :wink:

would be a cool feature , you could have units that try to attack the railways .

Adding roads and rails (especially the curvy kind) with vehicles using them, is enough to be a full project all by itself.

Even the backburner sounds like a dangerous place. :point:

Seriously, keep the scope down!

Agreed. :slight_smile:

It’s really not a “planned” feature at the moment, as much as a “maybe someday in the future when I’m really bored” feature. :slight_smile:

Although when I said roads I’m more just thinking pathways the villagers can walk on that offer a slight speed boost, no vehicles or anything. Really the roads wouldn’t be too hard to add, all I really have to do is fork-off my wall code, rewrite it a bit to be roads instead, add some sort of speed boost when an entity is on top of it and then change pathfinding to prioritize to use roads. It’s still a good deal of work, but no where near as complicated as a railway/vehicle system. :stuck_out_tongue:

If your pathfinding is A* or something else with cost metrics, prioritizing roads should happen automatically.

This game looks fantastic.

Mine doesn’t use any movement cost calculations. That was part of the major reason why the roads are on the backburner, I don’t factor movement costs on tiles at all currently. But, all tiles would have the same movement costs anyway (currently). :wink:

I plan to add mud/slime/etc to slow down the entities though, so like you said, roads should also work automatically once I add movement costs back into my pathfinding. But, it requires a slight overhaul of the pathfinding to get that working. I basically do everything A* does except the tile movement costs, so plugging that back in probably won’t be a big deal.

Famous last words :slight_smile:

CopyableCougar4

inorite? :slight_smile:

Probably wouldnt be too difficult to implement , simple set it so that moving onto a road is a discounted cost from the original player location (so instead of 1 tile = 10 cost 1 road = 5 cost) then store this in an array for the entity , and make the entity move at a certain pace depending on the current material that its on.

I wasn’t necessarily saying you were wrong :stuck_out_tongue: I was just saying that phrase is famous last words :stuck_out_tongue:

First off, it looks fantastic, and runs really smoothly.

I’ve got two suggestions (To add to your list of things to do)

In the map builder its really annoying to have to select the brush size with the mouse.
A lot of photo imaging programs use Shift+MouseScroll to change the size and I felt like it would work well in this game

The second issue I had was I cant place houses back to back.
Ie, I place two tents, then hate how much lost space there is (A total of 8 tiles between them). Or do you plan on being cruel so space is even more valuable?

For the brush size my plan was to attach brush size to the scroll wheel, just like you suggested, but without shift since I have no other purpose for the scroll wheel currently anyway. But, I may make a shift+mousescroll toggle through various button modes (Like slide through Erase All, Terrain Only, Topo Only and Objects Only)

As for the space around buildings, that’s intentional. If you could place buildings back to back you could use them to block off passageways, and that’s what walls are for! It’s more for a game balance thing in the future. There will be more (and larger) houses in the future too though, so it won’t be as big of a problem I suspect. :slight_smile:

(it’s also a evil attempt to make land more valuable. :persecutioncomplex: )