As disappointed as I am that we aren’t going to be able to increase the game speed via in-game purchases, there are definitely some outstanding points to take from this update:
It’s great that there’s a working save system! The added screenshot will remind me not to load the save with the burning houses and the dying.
Excited to see farming in action, I imagine there might be some tweaking done after we all get hands on, but definitely great to get to try some new stuff!
UI Enhancement - Really excited to see this in action, definitely sounds as if you will no longer be yanked out of the immersion by garish blue boxes. Also sounds good that you won’t be confused as to what is clickable due to the UI changing depending on what it is you’re trying to achieve.
Combat - Another cornerstone that we’ll just have to wait with bated breath for
Building - I can’t help but feel that as one problem is solved (saving) the next thing groans and mumbles will be heard around is “Why no roof?!”.
All in all - 9/10 would read again. A pretty substantial update that certainly paves the way for the next few months for the team!
When you consider that it’s 4 months maximum left of development time before full release, at first it’s quite easy to say “Oh, they’ll never make it.” But I swear save was meant to be one of the big brutes that needs to go in and it’s taken what, 3-4 weeks? Props to Tony…
Really does make me feel like Radiant are well and truly on their way with Stonehearth. Other than combat and more advanced building, all the core engine stuff seems pretty much done. Now it’s just cranking out content, which has already stated to be not too gruelling of a process, even notably quick to do. These next few months are going to be pretty fantastic.
Pretty sure game speed has been mentioned at some point, but there’s so much stuff that I’m losing track
Certainly with two player it could simply maybe just send a message to the other player to Accept or Reject the request of speeding them up, then if you needed to you could put it back in normal speed without needing to request (in case of emergencies) and pause too were that to go in (perhaps with a limited length of time for pause, I dunno, friendly co-op I guess you would probably be fine pausing it for any length of time). Definitely something I see could go in.
kudos on the continued efforts on the save system… so far, it looks very slick…
Here’s a quick shot of the Save Game dialog. … Look closely and you’ll see that the screenshot includes the GUI at the time that you hit save…one more bug we need to fix.
said GUI looks intriguing in an of itself! inquiring minds want to know more about the (very evenly) circled area below:
To facilitate the tuning, we’ve built a mammoth spreadsheet that simulates the farming system and a town of 6 hungry settlers.
a collective gasp runs over the discourse, as the n3rd elite visualize said spreadsheet…
a dramatic re-enactment of Ai coordination
from which I will now build a web comic… so, thanks for that…
Add the ability to (indirectly!) control squads of units by making defend zones and patrol paths
this… sounds like all sorts of fun…
I hope that gives you a feeling for what’s going on in the team. As you can see, we’ve got a lot going on! The next two to three months should be particularly exciting as the “prototype with potential” that we have now develops into a real game.
one of the most informative blogs we’ve had in some time… lots of 10k ft perspective dialogue, which is excellent! cant wait to see where you all take us from here!
Yeah, I mean it just feels like such a sensible idea, especially with it being something so easy to toggle so different players can play their own way…super-micro, unbelievable-APM, top-tier StarCraft players can have it on normal mode and be zooming round their city at 200 APM whilst the less patient can speed things up when not too much is happening…
I don’t really know what optimisations can be done and if any can be done on this, but I’d assume some could be. However optimisation and stuff I believe will come at a later point, much closer to release. For now, working with little/no bugs>speed.