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Qubicle voxel editor stonehearth
Qubicle voxel editor stonehearth








  1. #Qubicle voxel editor stonehearth mod#
  2. #Qubicle voxel editor stonehearth mods#

Then the delivery of all these goods would require a traffic management portion, because you'd need to get swords or spears as well which entails a whole mining operation and that makes things really interesting for those wanting to fiddle with the economic side.Īs for modding, well, I saw the farming mini-game prototype and that was wonderful. And to complicate matters, for example, the tanner might need salt for curing which intersects with another production chain. Then in an economic scenario, the interesting bit would be adding a slaughterhouse, a tanner and then a leather crafter, which would complete that production chain. So, to continue with your example of hiring protection by other means than gold would perhaps mean that that outfitting soldiers of a certain level would require leather armor that at the most basic level needs hides from the livestock. Like the food you mention is something you could buy with gold, but cheaper to produce yourself directly. Many economy games use gold as a general purpose accelerator that is more difficult to get than the direct means of producing something.

#Qubicle voxel editor stonehearth mod#

Conversely, if you're really into the farming game you could create a surplus of food to sell to raise money to hire protection for your crops (or to pay off invaders who want to sack your city).ĭid you have other ideas for the economy game? How would you like to mod it? For example, if you're really into the military combat game, you would go out questing and killing monsters for gold, then use the gold to buy food. Our original thinking on economy is that "gold" would be an abstraction which let you get access to other parts of the game that you may need occasionally, but not want to invest a lot of gameplay in.

qubicle voxel editor stonehearth

#Qubicle voxel editor stonehearth mods#

I hope that mods can allow for an expansion on the economic side as well, since I'm not that interested in RTS but I'm really into city building games (with production chain management, resource management, supply and demand management and traffic management).Īlso, building new models to use in-game like Lego is brilliant! (Something Minecraft lacks, imo, with its hardcoded crafting.)Ĭould you describe in more detail what you mean by modding the economic side? We want as much of the game to be moddable as possible. We're striving for this ant-farm quality to the game, where building and exploring are super fun, but just watching your citizens running around doing their thing should be just as engaging and surprising for the player. If they get hunger, they'll go looking for food to eat instead of working themselves to death. If an invading force gets too close to your town, they'll of course all run for their lives. =) In the real game, there will be all sorts of real-life interruptions. Right now it's still very early days for us, so that's about all they care to do. Though they each have their own, independent agendas, one item in their priority list is to help out with the construction of the house. In the video, you can see the workers coordinating their actions via the gang scheduler to cooperatively build a house. For example, it makes sure the two columns between supporting a wall get built before the wall itself and that all 4 walls of the house are built before someone starts working on the roof. It has a dependency tree of all the projects the player has diagramed out to make sure things get built in the proper order. You can think of this guy like the foreman, who picks out the best thing to work on next. If they're tired, they'll go to sleep, and if they see something scary they'll run away.įor coordinated tasks like building, we have a gang scheduler which coordinates the jobs of the workers.

qubicle voxel editor stonehearth

In our AI system, each unit has their own little brain, complete with observations about the world, goals about what they want to achieve, and ways about getting what they want.

qubicle voxel editor stonehearth qubicle voxel editor stonehearth

Here's a demonstration of the AI worker scheduler coordinating the construction of a house. It's been a long road, but we're making good progress in converting our prototype build engine into the real thing.










Qubicle voxel editor stonehearth