Current state of the Game...





Hey everyone, just thought I'd share the state of the game so far and what I am working on next...
As of today when we run the program the player starts in the opening game menu, the player can now change their appearance, name, and starting traits, and these changes continue over into the game world following a loading screen. The player can move around the world using both ASWD keys and point and click, and a walking/running animations fire.
They can talk to townspeople spawned around the settlement, (but needs way more dialogue). They can talk to merchants and buy and sell inventory. They can open their inventory and change their gear and arm weapons. They can attack NPC's and fight them. They can click on the build button and place starting houses, taverns and shops in their capital settlement.
Walking out to an unclaimed sector allows claiming the sector for the player, the AI can and will also claim sectors. The player can found a village and name them, placing starting houses and buildings without a grid system.
The player can also open the character window and see their character stats and traits. They can read books to gain skills, eat food or sleep to gain stamina, sleep also speeds up time and time now progresses from day/night cycles as a trigger system now fires the start of AI choices depending on time of day and other factors.
The opponent kingdoms have a full AI system that allows them to manage their realms, including running their holdings and engaging in war and diplomacy. (still need to include an AI building system that will allow for them to build up their own settlemetns also.)
Through a new UI the player can raise an army and engage in battle with other kingdoms and the battle system is currently being integrated into the game without the need of the testing menu. During battle the player can assign troops to battle groups and issue orders to those groups (forward, back, flank, charge etc.) A start of the battle manager script handles AI decisions during the battle based on many factors including the player's choices.
As the player and AI kingdoms expand, the map border stones (showing kingdom borders) move positions to reflect the current borders of each kingdom. The player can chop down trees and mine stones while main NPC's (lords and kings) now have their own AI systems and move about the world based on their decisions. The player can also click on the map icon and view where they are in the world on an overview map.
As this now completes milestone 5 of our Game dev document we move onto Milestone 6 with the following objectives...
- add more buildings to town building system
- add more buildings to village founding system ** done and also added a road building system
- add more interiors (houses) ** done house and craft shop
- finish battle system AI for opponent choices ** done
- finish all battle & army management UI ** mostly done (needs polish)
- fix some issues in merchant inventory UI
- add furniture to merchants ** done
- allow player to decorate their manors ** current work
- allow player to store items in owned chests
- add founding of forts and start of fort building system
- finish research UI and make it functional. * We will also need to decide how AI kingdoms manage research as well!
- add more dialogue.
- work on detailing the overview map.
I'm probably about a few years from release, but it would mean so much if you wishlist this on steam to show support and help grow visability. Thank you all and see you soon.
Before Arthur
City building grand strategy meets open world RPG
Status | In development |
Author | Ashwood Games |
Genre | Strategy, Role Playing |
Tags | City Builder, Life Simulation, Open World |
More posts
- Dev log 32 days ago
- Dev log 2 - shop items and placement44 days ago
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