Version 0.0.4 is out

December 17, 2017

A new build of the demo is out. Here are the details: – Right-click to cancel build, build rotation is now just Z and X – Updated resource counts so they’re not rendered on top of ui, they are also cheaper to render – Extended the day/night cycle – Dead people are now removed from … Continue reading “Version 0.0.4 is out”

Index known as a Dictionary of Lists

June 24, 2017

Here is a simple generic implementation of an Index. This class simplifies indexing of objects by some property that you would normally do with a Dictionary<T,List<K>>. Sample usage:

The Index class:

Update #1

June 13, 2017

I’ve put together a short video with the latest updates. I spent majority of the time working on fixing bugs with the blueprint placement and the building mechanics. Free-form building is difficult to code and it introduces a lot of complexity since the locations of walls, floors and other building elements is a lot harder … Continue reading “Update #1”

All about the crops

April 25, 2017

You can now designate areas for crops.  I added wheat as the first one but the systems are in place for all sorts of other things you will be able to plant.  I also added a new job of “farmer” that is required for planting and tending to crops as you will need to take … Continue reading “All about the crops”

Resource Stacks

March 17, 2017

The whole thing about stacking goes back to how resources will be represented. Most RTS-type games show resource counts and resources magically exist without the need for proper storage and logistics on how and where to best keep them. I wanted to have the resources exist on the map and have the player deal with consequences … Continue reading “Resource Stacks”

How to get things done 101

February 6, 2017

Unfinished projects of all kinds have the unfortunate side effect of compounding and weighing you down.  The sort of thought that never leaves your mind, traps you, and prevents you from building up energy to push forward. I am not ready to claim authority on the subject of productivity, only on the count of the number … Continue reading “How to get things done 101”

Stockpile and Areas

February 1, 2017

Finally getting around to area designations and the obvious first choice is stockpile placement. With that ready I can move onto resource collection and some more interesting game mechanics around that.  Your people will be able to gather resources for easier access and better efficiency. It’s all about organization and having resources handy could mean the … Continue reading “Stockpile and Areas”

The BIG picture

January 29, 2017

I knew this was going to be rather ambitious but as I’ve progressed over the last several months and burnt gallons of midnight oil the number of systems to simulate has only grown and I keep coming up with new game mechanics that I would like to see included in the final release. I could … Continue reading “The BIG picture”