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So… news!
A lot of functions and solution done early on in the project was a compromise due to lack of skills and knowledge. This gave a lot of results I am not pleased with, particularily how the player constructs buildings.
However, I have learned a lot, and gained a much greater understanding in various areas of the game’s development.Thus a lot of of new pathways and doors has been opened to me recently, and more opens up every day.
This has made me take a step back and look over the whole thing. I realize now much better way to do things, and have done a lot of replanning and restructuring.I see now what works and what doesn’t work.
Essentially, I am trying to take Settling Revenge to the next level.
This means that the next version will have a ton of major changes. In the end, you may not even recognize the game.
However, there’s a downside. There’s only so much I can do on my own. In order to really give quality to the game at a phase where the game can be finished this century, Â I need to outsource.
This means that there will be two major steps.
First, there’s all the restructuring for the next version that I will do myself.Players will be able to construct buildings where they want to, themselves.They can spawn soldiers and workers from their designated buildings, and order them around freely.
However, outsourcing needs funding. This means in order to fund the second step, the fist step will have a price.There’s no set price, but I am thinking of £5.99 or £9.99 depending on what feedback you give me.Of course, remember that the more people are willing to pay, the faster funds will be raised and the faster the game will be developed.
All funding will be directly spent on the second step.
The second step will really bring life into the game, depending on how much funding the game gets. The first priority of the funding will be a lot of character work, with animations and by extent of that much improved combat. With these characters, the second half of the game, the combat and survival aspect, and the enemies, will also finally be possible.Multiple types of workers, and fighters, NPC’s, encounters like bandits and caravans. Will all be possible if enough funding is recieved.
If further funding is achieved, the next step will be a lot of sound work, including soundtrack developed by Philippe Rey.http://www.youtube.com/watch?v=bX7zR4cSxRc
And then voice acting. This will also mean that much greater potential for story and meaningful NPC’s.
With these included, I will myself work on giving the game a lot more on the exploration side where people can find side stories, unique objects and enemies.
The remaining funding if more is gained shall be spent of assets. A lot of assets. These will greatly fill the world with life.
I hope that people can see why the game is in need of funding are understanding. I hope this does not appear as me being lazy and just greedy for money.I honestly do it for a game I have passion for and that I greatly wish to see expand.
Thanks.
Magnus.
A new day is dawning for Settling Revenge.

May 29th, 2011 by admin |
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Here’s an update on what the next version is going to have:
- Automatic saving.
- A bow.
- Caves to explore.
- Overhauled map.
- Tools now last longer.
- If a worker dies, he can be replaced.
- Various milestone bonuses.
- Signs that explains objects and features as they get available to the player.
- Day & Night system
Most of this is already done, there’s a lot more going on that may or may not get in too for that matter.
April 9th, 2011 by admin |
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Things are starting to look up for Settling Revenge.
We are currently doing a overhaul of the map, and it’s promising.
We now also got the savesystem fully working, so you do not have to try everything out in one go anymore.
It’s probably going to be a while until the next release, but the next release will be a much more significant update than the previous ones.
Read more for an early screenshot of the map overhaul, note that this is just an early draft, there’s a lot more going on:
Read the rest of this entry »
March 25th, 2011 by admin |
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New version coming up. Got someone joining in on the project, so I’ll be handing him the current version, so I thought I might just as well upload it.
(Just a friend/classmate, so it’s nothing official company bussiness like)
That means not all the stuff I was planning is in yet. I have also been very, very busy since last time, sick, business etc. So things have been slow.
However, I think I got a significant amount of stuff in since last time.
I had huuuuuge amounts of problems working out how the player should be able to get new tools (since they now decay with use), originally I had a menu that looked great and worked great (or at least it would work great), but it turns out you cannot give the player items from that UI system, so I had to scrap it. Currently it works pretty much like building buildings. Also, another drawback is that you can only have 1 crafted tool at the time. At first, this was unintended, but when I stopped to think about it, I think that would actually work quite well, as it forces the player to plan ahead.
Also, if you build defenses before you have a workshop, I guarantee you will lose your hammer and be unable to continue.
Download
March 16th, 2011 by admin |
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Alright, I know I said I would try to get a fixed version up, without the cheat and an upgrade to the player home with some extras tomorrow.
Well… Things have sort of escalated. While I should have been relaxing, I couldn’t stop thinking about features to implement that I believe would improve things significantly, as well as nifty methods to implement them without too much problems.
Here’s what’s almost guaranteed to get in the next version:
- 3 new tools, craftable at the workshop.
- Weapon durability.
- A forge where you can craft ore based tools and weapons (currently the starter tools as a replacement in case they break)
- A cattle skull you can find and bring to the workshop, this will have a certain practical use. This is the only one I am a bit sceptical about being able to get in quickly.
- A tavern.
- Hire guards to protect your home, upgradeable to patrol the village and guard the gates. These will require upkeep.
- Making public establishments a bit more recognizable and giving them a bit more personal touch.
- The upgraded player home will contain a room where the player can buy objects/training to improve himself. The first level will have a quite limited selection.
I estimate I might be able to get this done by the end of next week if I am able to keep up the same pace I have had lately.
Edit: Due to unforseen events, the next release will be delayed. Probably for a week or 2.
February 16th, 2011 by admin |
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I accidentally left in a cheat which gives the player 1000 of most resources. I’ll reupload the correct version ASAP tomorrow.
February 15th, 2011 by admin |
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A new version of the prototype is now out, fetch!
http://ultimate-gamer.org/sr.php
February 15th, 2011 by admin |
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A new version is available now, visit the Settling Revenge section of the site for the download: Clicky Linky
I do not have time to update the “State of the Game” thread right now, but I shall hopefully be able to elaborate on what’s new soon.
Note: There’s currently a 20 minute time limit, I will try to fix that ASAP.
February 10th, 2011 by admin |
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- So, my internet has been out for a while, so here’s an update:
So far I got working miners and woodcutters, currently you have to build the player home, which unlocks follower housing which in turn unlocks workstations.
From each workstation, you can spawn 1 woodcutter, 1 miner and 1 guard. Most of the buildings are just a wooden block currently though, I have yet to figure out the issue I have been having with them so far.
And the new tower is currently puncturing enemies with rocketlaunchers. (Temporary for testing purposes )
Things aren’t going to be like the last version estimate, seeing as I have had troubles in some areas but surprisingly good progress in others.
Also new; there are now 3 more statistics, Population, units and space.
Building things grants reputation. The more reputation you have, the more often you will get followers (called “units” in game for the sake of space).
When your population (assigned units) reaches Space, you will no longer gain units until more follower housing is built.
If one of your men die, you will lose reputation and the unit will we gone for good, the arrival of new units is very rare, so keep them safe.
I just signed up for a funding program at “8 bit funding”, in hopes of having more luck on getting some of the expenses covered.
With it, I also had to make an embarrasing video. See it here: http://www.8bitfunding.com/project_details.php?p_id=109
January 27th, 2011 by admin |
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January 10th, 2011 by admin |
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