In the stream @Tom said to post questions or comments about what we want to see in future Desktop Tuesdays, not sure if this is the thread that we are supposed to do that on.
I would like to see, when and how the carpenter class is going to be fixed to continue to act as a worker light. Actually the classes seem to need a little adjustment to move into the new Alphas (based on what Tom said about the trapper) so I guess I’m asking for a few code centric Desktop Tuesdays. Video is great but a working mod API is so much better.
I would like to see the access information for their git repository. One can dream, okay.
Maybe I can shed some light on that (assuming that “worker light” means what they said about “carpenter can do normal people’s job to a certain extent too”). The general idea, currently, is that the AI has tasks, and tasks have a priority, and “craft stuff” has a high priority, while “haul stuff” has a low priority. When something needs to be done, the “AI manager” grabs himself an available worker (which is defined as “everything without a profession” right now) and hands him the job.
If I was to do it - and it would be doable, I believe, with the current API and my usual lua magicks - the idea would be to try to find a normal worker. In case you can’t find one, grab a carpenter that’s currently not busy. It’s basically simply extending one function, which returns the “worker pool”, to include specialists (such as the carpenter) without any queued job.
I mean, there is already some sort of mod API. It’s just a matter of how big of a crowbar you wish to use to open it.
Once more of the game gets fleshed out, I wouldn’t mind seeing what Tom and the other team members do and create in their own playthroughs of Stonehearth. It’d be interesting to see the sort of things they build with their own engine. It could also act as a sort of tutorial, showcasing how different aspects of the game can be utilized.
What we can see is limited by what they are able to show us, but I’d love to see more large-scale stuff when possible. Things like having whole goblin raids attacking to demonstrate combat improvements, or a fully-fleshed village with different buildings to showcase the custom building system (when they’re ready, of course). Hilarious bugs like exploding buckets or what have you would also be interesting to see…
Visualizing the completed whole rather than tiny technical pieces one by one is both encouraging for “backer anxiety” and fun for everyone to watch.
How about future plans for the localization? We can see that there are some language-files already in the game (even with some translations)… so there might be an idea behind.
For me I will want to know more about the combat system with the skills, equipments, how could we protect our city, how far they want to go with the building system and farming system=P
So how they imagine their game when it will be almost features-completed=P
And where can we find a script to turn a 3DS Max animation into a json file^^
I would like to see what an hour for some of the others in the office looks like. As awesome as @Tom is im curious what dev time looks like for the others, it doesn’t have to be as long it could just be 20 minutes as they work through something. I have a real curiosity for what other peoples work day look like and how does mine compare.