Weekly Progress #4
Progress
It's been a pretty productive week for Bronze Age Tribes.
The new mesh renderer for the world is up and running, and the world looks better than ever. Jagged color transitions are gone, and there are even sandy beaches and variations in water color by depth. Glaciers even rear up higher than the surrounding land.
I also added the first set of developments. Developments are improvements that your pops can construct on tiles to increase production beyond mere foraging.
The starting set of developments includes three types of farms, and two types of urban centers. In the future urban centers will only be able t be built in settlements (as opposed to semi-nomadic tribes) but for now anyone can make them.
The different farm types generate different resources: barley generates food, flax generates production, and grapes generate luxuries. Urban centers generate wealth and luxuries, while ports generate wealth and trade. In the future urban centers (and ports) will also be able to contain a special building in their center, as well as supporting multiple pops per tile.
What's Next: Starvation
Right now the only penalty for lacking food is stopped population growth. This isn't a very meaningful penalty. The next feature will be applying a proper penalty for starvation. When a tribe or settlement's net food production is below zero, the pops will start taking damage. The lower the food deficit, the more damage pops will take each turn. There will also be a one turn buffer, so a tribe/settlement can be in the negative for one turn before damage starts accumulating.
When sufficiently damaged, a pop will die, and be removed from the world.
Finishing Milestone 0
After starvation, the last remaining feature I have targeted for Milestone 0 is saving and loading. I'm not sure how involved this will be, as I've never done anything with saving or loading state in Godot.
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Bronze Age: Tribes
A turn based fantasy empire builder.
Status | Canceled |
Author | Commodore Shawn |
Genre | Strategy |
Tags | 4X, Fantasy, Sandbox, Turn-based Strategy |
Languages | English |
More posts
- I Just Don't Think It's FunDec 10, 2021
- Weekly Progress #14 - On To Milestone 2 At LastNov 05, 2021
- Weekly Progress #13 - The Milestone that Will Not DieOct 30, 2021
- Weekly Progress #12 - A Slow WeekOct 22, 2021
- Weekly Progress #11Oct 15, 2021
- Weekly Progress #10Oct 08, 2021
- Weekly Progress #9Oct 01, 2021
- Weekly Progress #8Sep 24, 2021
- Weekly Progress #7Sep 17, 2021
- Weekly Progress #6 And MilestonesSep 10, 2021
Comments
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Progress is always good; I have some projects of my own I need to work on.
Have you thought about tribe-specific luxuries? I can see pops happier from having both a Humitte luxury and a Shontu luxury to having two Humitte luxuries -- but that's just a suggestion (and likely for future updates when all the basics are done).
And if I make too many suggestions, just let me know; I don't want to delay Bronze Age Tribe with feature creep.
I'm planning on handling the differences between the Shontu and Humittes differently in Bronze Age Tribes than previously.
While previously the Humittes and Shontu were (in game terms) entirely different "races", in Tribes cultures will be a more mutable concept. The Shontu and Humittes will both be of the Atlantean race (as are all humans), but with different cultural traits. The shontu won't be coming for awhile, though.