I’m amazed anyone would vote “No thanks” to this project on Greenlight.
This project has come so far in such a short amount of time, its really impressive.
Great work
and yeah, it is surprising how many no votes my (or any project) gets really. I mean, the top 50 usually have more no votes than yes? Whats up with that?
Yeah, I guess if you think about it, it makes sense… I mean, Steam doesn’t ask you “Do you like this game?” they ask you very specifically “Would you BUY this game?” and there’s pretty much no game that appeals to everyone, so being at 65% is probably actually pretty good.
I don’t agree. If it’s a good game, then you should vote yes. Maybe you don’t want to buy it. Fine. But don’t prevent others from having the choice to buy it or not.
The Steam community is quite toxic most of the time. It’s mostly a bunch of self-entitled kids complaining that every game isn’t better than what was advertised.
[minirant]
For example, all the kids who get upset my little one-man-show indie game isn’t in 12 different languages. >_>
I’ve noticed a trend on Greenlight than any English-only game on steam gets treated harshly by a small group of non-native English speakers. It seems to be the same little group of people posting/complaining about it, but that small group has been complaining ever since I started paying attention to greenlight about a year ago. It’s quite annoying though.
I mean, I totally understand wanting multilingual support, and I actually do plan to make a system where people can edit a language file and add more languages themselves, but it’s like some of these people just don’t think about it from the dev’s perspective. I don’t speak any second languages, I can’t just make the game in Spanish, German, Korean, Japanese, Latin, Pirate and Portuguese. …the part I don’t get is the people who are complaining about it are telling me in English? It’s not a story driven game, at most there’s a small handful of completely sentences in the entire game. Most of the test is button labels. If they can write English well enough to be upset by the lack of support they should be capable of reading the simple buttons/menus/settings.
[/minirant]
But but on the main point yeah, I wouldn’t be surprised though if half of the “no” votes steam games get are from “dislike troll” types who thumbs-down anything that isn’t a AAA+ blockbuster thats their exact specific favorite genre. My personal philosophy is if it is a good game, and not my style, I won’t vote. I only vote “no” on garbage that just doesn’t belong on steam at all.
More seriously… if you’re considering doing any translation efforts, target them where the money is. That’s German and Russian according to my stats, and French not far behind.
Not a good idea. Sometimes no translation is better than a really bad one. Non-trolls using (i.e.) the German translation because they said “hey why not” might dislike the game experience because of the bad translation
That’s kinda why I was going to go with setting up the game with a properties file that had all the strings in the game, and people could just self translate them. That way, when I get a few really good translations I can stick them in the official game download and give credit to the creators. That’s probably be the best way to ensure I get accurate translations. The only problem will be as I add additional content to the game, I may end up with out of date translation files. So I could just maintain a translations database of some kind, not sure yet.
I’ve added a few features to the game based on your guy’s feedback. Now, when villagers build they will build first to last, where as formally they were mostly indiscriminate about what order they built things.
Another addition is the resource pushing system. Now, when you build on top of collected resources any resources that become blocked in the process of the building coming together will be shoved off to the side, making sure they remain accessible.
I also fixed a few AI bugs, mainly with farming. Resolved a strange bug where farmers would sometimes completely refuse to harvest their crops, and I’ve made the farmer’s delivery AI much smarter. Now when your farmers deliver food you should see them consistently distributing the food to all the houses evenly, and not in large groups.
I’ve also added two new backer awards on Kickstarter!
$40 Tier - MAKE-A-MOB. This new tier allows you to put forward a monster idea I will work it into the final game! (Note: All tiers above it retroactively receive this award as well, hurrah for you guys!) $300 Tier - “THE LIST”. This is a very special new tier, because you guys are so overly fantastic and within only 5 days maxed out my top-level backer rewards I had to come up with something even more special! This award will grant you all the previous backer awards, and put you on a special list that will make sure you get always get alpha and beta invites to every single game SixtyGig Games develops in the future, and when they games are released you’ll get a free digital copy of them as well!
and finally, I’d like to express how happy and grateful I am for all your support! It’s amazing, we’ve reached a third of our Kickstarter goal in only five days!! You guys are absolutely awesome! Don’t forget to hit up Greenlight, we already have 1,288 votes but we still need about 4,000 more!
Past few days have been a bit crazy, but I’m still developing away as usual. Recently I’ve been working on adding children to the game, a much larger feat that it lets on. Part of adding the children is also coding the foundational support for animals and monsters in the future. So there’s a ton of stuff going on behind the scenes.
But on to the kids. Your villagers start off without a mate of any kind, if their happiness is high enough they may start partnering up. Once they partner up a whole new branch of AI opens up and they begin visiting each other when they’re bored or sad, they also attempt to live in the same house and if they’re both in a good mode, they may even go back to their house and get frisky!
Some villagers partnering up.
… and gettin’ frisky!
Once said friskiness happens, there’s a slight chance one of the two will get pregnant (Spoiler alert; the female!). Once a villager is pregnant, her production speed across the board slows down, but she can still work and function like a normal villager.
A Pregnant Villager
Eventually, the villager will give birth. Once that happens, out pops a little child. The child will gain one-forth of the combined statistics of both parents. So for example, if both parents are level 10, the child would be a level 5. i / 4 = 5[/i]. Same goes for all the other stats, like STR, DEX and INT. Additionally once the trait system is completed, the children will also inherit a few random traits from either parents and have a chance to spawn an entirely new one on occasion.
Children can’t work, all they do is wander around the village bugging people, eventually I will be adding schools, orphanages and other activities they can do to gain XP on their own before they finally grow into adults.
Some kids in this shot (The ones in the lavender clothes)
After a certain amount of time, you guessed it, they grow up! Once they’re fully grown they can work and function just like any other villager in town.
I have tons of long term plans for the entire process, currently though it’s somewhat simple. I plan to add more elements to the game, like the risk of the mother or child dying during labor, and clinics that can lower the chance of that happening. As mentioned a little before, I’d also like to eventually add buildings child-specific that can help them when they’re growing up get a slight head start, like schools they can visit to “learn” (gain XP).
Whats worse is for a time I had a bug I couldn’t isolate that was causing a crash when villagers would go home and try to mate. (Their mate’s methods wouldnt fire for some reason) I discovered the cause was the findMate() method in my code was allowing my adult villagers to partner up with all entities, including the children. So yeah, it was crashing when they tried to run attemptCoitus() on the children when they went home with their partners.