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  1. Earlier
  2. Development in Fall

    Another small update was made. It contains an Engine Update.  Some Terrain Textures have improved and the Credits screen works again. Also an alternative Steam version was provided where you can load the previous game version whenever something went wrong with an update. In order to do that open the Settings page of a game (right click in the Library -> Settings) and then in the "Betas" tab select the Version you want. Make sure to restore to "NONE" if you want to be up to date.
  3. Development in Fall

    An update is on the way I just have to deal with some more issues. But here are a few images of what you can expect. Aside from those a number of bugs where fixed and demolishing objects does work well now. The construction Tooltip has improved. The top white number shows what is already available. The orange number below shows which resources are still missing. The number on the top right shows the remaining minutes in game time but does not take into account multiple workers at once. I will see how this can be solved later on. The Exclamation mark shows issues to tell you when something can't be executed for instance.   The job panel has changed so that you can assign up to 3 jobs for one person. An "Anything" option might be good, too. Cows and merchants are in the making and are to be expected later this year. I will also continue on the Savegames after the next update.
  4. Problem with drinking

    Thank you this is a known issue and will be addressed for the next update.
  5. Development in Fall

    A lot of things have changed in the last weeks. Cows have been implemented and are about to be finished. But before they are available to you I have to complete the roaming merchant so that you can actually trade. This is the only direct way you can get seeds and animals from. I currently improve the grid system. You might noticed that when you place fences the game lacks and I hope that this can be improved a lot by deferring the update process and batch update the grid. The AI will use objects more efficient and should no longer carry around objects which they don't need. Therefore the inventory, except the equipment, will always be empty unless the objects belong to a job. A bug where the AI is stuck at picking up objects shall be fixed. The Job system has changed so that you can define up to 3 jobs for each citizen with decreasing priority. A citizen can also be assigned to do just anything. I am going to wrap up the implementations so that I can finally make an overdue update. Due to the changes and bug fixes the game has to be tested first. Now here are some of the tasks for the coming months: The production system will be optimized. It is a tedious task to issue each item which has to be produced individually especially when the city grows. There will be a replacement for that where you can define globally which items have to be produced with advanced options. Same goes for the cooking process. The current mechanic is a placeholder and the goal is that the citizens will cook for themselves. Your control should be which items and nutrition shall be preferred or not be consumed. When Savegames will come is not clear. Each new feature requires additional work for the Savegame and I want to make it working for the most relevant features. I will assess the Savegame Feature after the current Todo list is done. I am aware that it is of increasing importance with each update. I'd like to have it before Christmas but this is a risky promise
  6. Problem with drinking

    When gather water from the rain after last update using medium and small water collector, if I issue order drink from these collectors, the survivers just come to the collector, but wouldn't drink, so they end up dead, one after another. Even the dogs can't drink from collectors.
  7. Development in Fall

    As you may know the Savegame system is still in development but it is a bigger task and some more features are of equal and even higher importance. I am going to add a wider range of features during fall. Also I will make use of dummy models and graphics more frequently now until they are replaced. I just try to avoid simple grey boxes and such. One of those is a roaming merchant. The issue with it is that the path finding system does not yet support formations so I have to find a simple but solid way to let the merchant walk next to the cart. It is not as easy as it may sound.           Another improvement which has just been made is the optimized pathfinding. This was on the list for a long while and now works great. The units in the game will now walk mostly in straight lines. Another update which is planned soon is animal husbandry. We will start with small animals which can be hold in hutches. These collective hutches have 4 stages and each stage has space for a specific amount of animals. Animals which shall be available are rabbits and chicken. Chicken obviously lay eggs as well. The animals can be bought from the merchant.
  8. Bugs/Frage/Hilfe

    hallo Team   da ich lange nichts von euch gelesen haben oder Updates kamen wollte ich mal fragen wann es bei euch weiter geht .Oder wie es grade weiter geht 
  9. Savegames, your thoughts

    Not everybody has the ability to sit down for hours at a time. Sometimes you might start a game and have to leave within 10 minutes.  The ability to save a game is what I'm waiting for before I purchase the software. I absolutely love the sound of this game, and I want to purchase it. Bugs don't bug me too much as I'm always willing to look for workarounds.
  10. Upcoming Assets

    Thanks New updates have been made already on Trello. When you visit the side you can open the "side menu" and see the latest updates. I am not going to post each of the smaller updates on the forum or elsewhere.
  11. Upcoming Assets

    Everything sounds good! Keep up the good work!
  12. Upcoming Assets

    Here is an overview of the assets which are going to be created this month or later this year as well as some additional information to describe the context. I made the following concepts myself so the artist's work is yet to come to fill in the missing ones or to add detail. Merchants Travelling merchants will visit your town from time to time and there are various types of them with special goods and prices. You would have to buy animals or crop seeds from them in order to start agriculture or animal husbandry. Carts Carts function to transport greater amounts of goods from one point to the other and will be relevant at a later stage of the game. Waste management If a dumpster is relevant is not yet decided but a Composter will help to generate natural fertilizer. Another interesting procedure is to convert these feces into power and I will further investigate the possibility to add this to Endciv. But I assume it is (in real measurements) only efficient for a larger amount of animals or people which produce the required raw material. Here is an interesting insight on Poo Power. Water collectors Water collectors like the image shows will help to maintain the water supply in the early game. The 3D model here is just a quick concept. Currently there is a small (2x2) and a medium (4x4) version planned. Wells Later on wells of different sizes can be constructed. I'd like to illustrate the full construction process in the game but this is a bit of work for the animation, but as the construction will take a couple of hours and days it shall be worth the effort.   Workbench At a workbench simple object can be assembled, such as tools, cartridges, cigarettes and other utilities. Lathe A lathe is used to produce more complex mechanical and mostly metallic components. It has milling, drilling and bending machines and both electrical and manual elements. (When it has no electricity production is slower). Can produce: Guns & Rifles, mechanical parts, cartridge-hulses, fastener Workbench II (Fine mechanics) A workbench used for fine work, it is more clean and organized than the others. It contains a number of fine tools (such as small screwdrivers, pliers, cutters, pens, fastener, cable), a soldering bolt and measuring tools (electronic measure, rulers, stencils). Can produce: Microelectronic, electronically parts, lights, solar panels, generators and electronic tools. Laboratory Laboratory is used to produce synthetic products as well as to research. Appears more to be a meth laboratory than a school laboratory. Contains Distillery, blowtorch, small smelter and a number of substances (glasses or plastic bottles). Other content: glasses, buckets, tubes, pipes, pipettes, sprays, cans… Can produce: Chemicals, explosives, synthetic fertilizer, medication etc. Drafting Table Angled table with a stool used to draft and research technology. Kitchen Some sort of Kitchen or butchery table is planned but yet just conceptually. Livestock Animal husbandry is an essential aspect for a thriving and big city. Major: Chicken (eggs), Pigs, Cows (dairy products). Secondary: Goats, Deer, Rabbits and Rats. These secondary animals are conceptual and may turn out to be redundant. To hold livestock there is the fences as well as Coops for small animals. Eventually the size and freedom of the animal enclosures will affect certain aspects of gameplay. Maybe bad treatment let animals die earlier or affect productivity. It may also affects the image and satisfaction level of the town. Dogs are not rated as livestock but can also be hold and breed. They are in fact halfway between animals and citizens regarding to behavior and parameters.   Electricity Solar panels and Wind power plants are going to be implemented at a later stage and research is required to produce them. There are more concepts then these for wind power plants. It is interesting how broken solar panel pieces can be put together as shown in this video. The campfire is going to be updated as well and will come in two sizes. Bury mechanic and makeshift graves will come soon as well.      
  13. Working in the background

    As it was mentioned on the Steam Community; the last month was mostly about maintenance work and preparing for more content and updates. Artists have been briefed and are about to produce a number of new assets within the next few months which are listed up here. Also the Save system is currently in development and this is a rather complex task. Either it will work just fine or lead to a number of follow up issues. Therefore I can not give an exact date for it's release.There will be at least one smaller update this month but more depends on the outcome of the current tasks.
  14. Savegames, your thoughts

    Savegames are a big topic and reasonably the most important feature for most of you. Initially savegames where scheduled at the end of summer or during fall. Actually Savegames are not very hard to implement but they just require a lot of testing and time to implement correctly. The biggest issue is the potential of follow up bugs caused by objects generated by stored data. I would like to know what you expect from the early savegames so I can think about to implement this earlier. In fact it would help with development testing as well. Here is what would be a more simple implementation: It would be possible to store all buildings, resources and the environment as well as the current status, like construction progress. Units will keep their stats, resources and position, but the AI would get a reset. Some data such as objects marked for gathering and other adjustments the player made might not be stored initially. It could happen, especially for new content which comes with updates, that not all of the data is stored properly. Also it may happen that old savegames will no longer work properly with upcoming updates, but I would try to make these backwards compatible. The next update comes tomorrow.
  15. Bugs/Frage/Hilfe

    Nabend ^^   habs mir auch gleich gekauft.  es wird bestimmt ein sehr guten Spiel  zum Zeit totschlagen ^^     Nun meine ersten Fragen.   Gibt es eine Axt? aus versehen Bäume zum Fällen markiert und naja nun Bugen die Siedler an den Bäumen rum   Und was mir aufgefallen ist (euch ja bestimmt auch schon?!?), habe an der Workbench was gebaut und danach wurde mir der Dialog dazu nicht mehr angezeigt   Werd gleich noch eine kleine Runde starten ^^
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