Hey guys, I mentioned this other game (Timber and Stone) in an /r/stonehearth Reddit thread recently and someone replied saying I should post here.
I did a brief search through the forums here and didn’t see any mention of Timber and Stone (sorry if there is, this format is a little confusing) so here’s my $0.02. Btw disclaimer, I’m a fan of both games, I want both to succeed, although I suppose I’m confused over which game is aiming to do what in particular.
In T&S you basically lay down the plan for what block you want placed where. For example, if I want a 10 x 10 floor of brick, I’ll first mark that area for digging, then after my characters have dug it out I’ll make a 10 x 10 selection for “brick”. That will prompt the characters to pick up available bricks from stockpiles and place them there. You can also “cancel” (erase) part of the selection, like for example you decide it should be 10 x 5 instead, simply by laying down a “cancel” selection over the section of the original plan you don’t want.
I see in Stonehearth there are pre-planned buildings (well, 4 of them in Alpha 8), but I watched my buddy play and trying to design your own building seemed a little confusing.
[+] Marking areas:
Talking about laying down selections and marking areas - e.g. for marking areas to dig out. I noticed in Stonehearth the default selection is a large 4 x 4 x 4 chunk, and it seems to “snap to grid”. Also, while dragging it wider (X or Y axis) is easy enough, dragging for vertical (Z axis) seemed impossible?
This is where I really like how T&S does it: When you go to mark an area, first you click to set the initial “anchor point”. After that first click, you then drag the selection area wider/longer (X and Y axis), before clicking a second time to confirm the size of your selection. Now, while you’re in between the 2 clicks, you can use the PageUp/PageDown keys to increase/decrease the selection area along the vertical (Z axis). This makes 3D area selection a breeze.
One click to anchor your first point - then drag your mouse around to adjust X and Y axis and press PageUp/PageDown to adjust Z axis, then finally click a second time to confirm the selection. Very straightforward, and no messy mousebutton hold-dragging. And if you rightclick/press Esc you can cancel out.
I love how easy it is to trade in Stonehearth - you simply get a popup at dawn when it happens. In T&S they have a specific character class dedicated for trading. That’s actually fun too, although kind of a pain since you need to have roads zoned to allow traders to enter the map. In the long run, I think I prefer how T&S does it, even though it seems way more rare than in Stonehearth. I mean, here it’s like too easy - the settlement isn’t even up and yet you can have trading.
I love the mini-quest delayed trades here in Stonehearth though. That’s a great idea. “If you build me X doors tomorrow, I’ll trade you a bunch of wheat. See ya in 24 hours!” Even better, Stonehearth actually lets you confirm/cancel the trade after the time is up, in case you changed your mind in the meantime. This is really good.
To each their own - I like Stonehearth’s classes UI better though, it seems more RPG-like and exciting to look at (“ooh, there are advanced classes after the basic Trapper!”). On the other hand, T&S classes don’t have item requirements so that feels more realistic. Why does not having a hammer prevent me from becoming a Stone mason, right? Just let the player change classes if that character has fulfilled the xp requirements. Not having the necessary tool should just prevent class-specific actions from being acted on. So for example you could switch a Worker to Miner, but since he doesn’t have a pickaxe he’ll dig at the same speed as other classes - the lack of a pickaxe shouldn’t be an obstacle to actually change to that class.
I haven’t covered a lot of stuff, obviously. I’m still a noob to Timber and Stone, and I only get to watch my friend play Stonehearth. Both games look like they have incredible potential but right now I’m more partial to T&S than Stonehearth. Of course, we’re still deep in development, so I’m sure whatever issues we have will be fixed sometime.
Looking forward to updates!