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It seems that you don't have the builds tagged fully, so the itch app can't handle it (You'd just have to specify the linux build is a linux build and the windows build is a windows build)

hey can i have some help. i cant figure out how to get stone age

If you are on “Stone age” quest, then you need to finish “Stone age” research in university (this research unlocks upgrade for city hall). To do so, you need stone tools. Stone tools are make by woodworkers. To unlock workers, you need to finish “Wooden worker” research. Then you can upgrade city hall and wooden house, and also university to get access to next researches.

I can't install application, just says "not installed".

What platform do you use? I’ve been testing game on windows and android.

android 10

According to the documentation of game engine I’m using it should support at least 8 android… I will try to tinker with export settings, maybe defaults does not support previous android version (I’ve tested on android 12).

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The character moves with WAD, but S - status? :) At the same time, WAD is not even in the keybinding menu.

ESC first opens the main menu, and then closes both the main menu and the window opened by the player. It would be nice if the first time they clicked, they still closed the open window.

Stone Barn instead of upgrading to brick, it will upgrade back to wooden. At the same time, it looks like wood, is called wooden, has upgrades like wood, but the capacity is like brick :)

It's the same with cityhall. The brick upgrade will turn into a brick one.

Thank you for your feedback and bug report!

I’ve thought I disabled keyboard movement :) I’ve uploaded 1.0.1 version and enabled ability to bind movement keys. Default key for status now will be “T”. But after version upgrade new keybindings must be configured.

Also I disabled update for brick city hall (it does not have upgrade yet) and fixed brick barn building requirements.

Let me guess: did you think there was mouse movement there? Well... theoretically, it is, yes. If you click the mouse three times, then, as a rule, one of the clicks gives the result. But this is still a hemorrhoid. Because at close distances you just get tired of clicking, and at long distances you click and don't see if he moved there, behind the screen, or you need to click again. It's very inconvenient.

And yes, now do you know what else I remembered? Your hitboxes are weird :) That is, they are not hitboxes at all, but the meaning is the same. When you find out which building the character is standing under, as far as I understand, you take the corner point of his sprite. Most likely the lower left one. And you need to take the center! Because when two buildings stand one above the other, it turns out very strange. The player has already crawled into the upper one, where his heel is only touching the lower one, but the game confidently asserts that he is in the lower building. Again, it is constantly causing inconvenience.

Actually I’ve been playing using mouse for a whole time except for 2 days I’ve been experimenting with keyboard movement a few months ago. For long distances there is a map that can be used to navigate from one end of the planet to another. Also I will improve markers mechanic to be able to travel between them in one click.

What platform do you use? It takes one click for me to move. And hitboxes issue is weird too, because I have debug tool to see colliders of every ingame object. I will enable it to see if there is some problems with hitboxes. Player’s sprite is also centered properly for me, right between his legs.

I also have idea to change camera pan button from left button to right, to avoid problems with movement.

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Windows 10. The problem with the mouse is that you have both the click and drag-n-drop tied to one button. Maybe it's convenient for mobile devices, but for me, a click is very often not perceived as a click, but is like a drag and drop. Just a zero distance. I would venture to assume that you distinguish between clicks and drags by timer, but you need to check for the range of dragging. After all, even if the click was very long, but the mouse did not move, this is definitely not dragging. So why artificially limit the player in the speed of movement of his fingers? I'm already old, my fingers don't bend as fast as when I was young :) And therefore, a whole bunch of my clicks are simply not perceived by the game as clicks.

And yes, this is exactly what I told you about :) Unless the dot is not in the lower left corner, but in the bottom center. And it turns out like this:


That is, I am already in the market with my whole body, but the game is still sure that I am at the university.

And, of course, ideally, the buildings' hitbox should be their outline, not the rectangle of the map cells that this building occupies. What if you want to make a lamppost later? Tall, but narrow. Or some kind of rails. I understand that this is an early beta now, there is no need to repeat this again. It's just that often things should be done right right away, no? So as not to redo it later, doing unnecessary work.

I differentiate click from camera drag both by moved distance and timer. If there was no mouse movement (range of dragging equals to 0), it always will count click as click, despite elapsed time. And if there was camera movement, it will not count click as click after 200 ms. I’ll see what I can do to make mouse movement controls smoother.

About hitboxes, now I understand that we are talking about problem I’m aware of. When I was assigning images to buildings, I forgot to offset them, and noticed it only after I’ve finished all buildings. Since this is tedious (and time consuming) process, I decided to leave it as it is for a while. I will definitely fix this in the upcoming updates.

I had this problem with trees during development, and I will fix buildings just like trees now works, since all colliders are handled by single algorithm.

And it would also be nice if the builders could upgrade themselves. The fact that when you press the "upgrade" button at the builders, the whole life in the city freezes and you have to quickly look for a pile of stones somewhere in order to build the damn builders yourself. Although your city supposedly produces a lot of stone and has a team of qualified builders.

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Thank you for your feedback!

This feature has high development cost, so I’ve changed basic builders power from 0.0 to 0.1 for now (wooden workers have 1.0 power). I think this is fair change for a while, since it will also smooth player experience before wooden builders are unlocked.

Also I usually build 2-4 builders and then upgrade them one by one. This way I always have at least 1 instance of builders to automate process.

Of course, building several builders is quite an obvious way out. But I am not talking about the fact that it is difficult for the player to solve the problem that arises, but again about the same thing. On the counterintuitiveness of mechanics. After all, when creating the game, you probably reasoned traditionally. The building cannot work when a team of gloomy men with hammers and saws runs into it. And in most cases it is. Sawdust falling into the dough interferes with the baker, and the constant hammering above his head interferes with the accountant. But who, tell me, in the builders' premises can these same builders interfere with? :) Their work cannot interfere with their work, it becomes obvious if you take the trouble to think about it. I will not dispute the 10% efficiency you have now introduced, but personally I would give at least 80%. And that's not enough, but you need to depict at least some kind of fine. For, let's say, the general chaos caused by their work. After all, in fact, the builders' office is a warehouse and recreation facilities for employees. Of course, without the opportunity to drink beer and sleep for six hundred minutes after lunch, the work will slow down somewhat. But they must have a foreman for this, who, with the help of the magic power of the word, should increase their efficiency to average values :)

However, I digress again. I think you've got the gist of it. Builders working in their own office simply have no one there to interfere.

I totally understand your idea, the reason it is working like this right now is due to high development cost of such feature for single building type. I have full time job and this feature, unfortunately, would consume significant amount of time to implement and test, while impact on overall gameplay would be negligible (especially with progression). So, this is why in my opinion this problem have low priority right now and I’m trying to “hide” it by reusing already existing and working mechanics. But I will think about further boost of the default builder’s speed (or making it property of the city hall to be increased with progression).

I'm not asking you to fix it, and fix it urgently :) My job is to find the bug and tell the developer about it. And let him decide for himself what and how to do with it :) Logic usually has to be connected only to explain why it needs to be done. Developers are different :) I've been talking to one recently. He created an allegedly incremental game. And there are no incremental mechanics in it, which is what I told him. So he told me that I was an idiot and that I misunderstood the meaning of incrementality. When nothing increases anywhere, these are also incremental games :) Let's say warcraft, starcraft and other rts :)

So do what you want and at a pace that is convenient for you. I just explained why this moment looks illogical to me. Although it practically does not affect the gameplay. Just great games usually differ from just good ones in that they pay attention to the little things.

One of main reason I’ve pushed for public release is to get important feedback on early stages. On the other hands, this is why I had to sacrifice not only small details, but big ones too. Maybe after I finish proper population logic it will be possible to use unassigned citizens as builders with some penalty.

There's some kind of trouble with the market. There are 30 stones in the warehouse, 15 in the market, 30 clay in the warehouse, 0 in the market.

And there is also a sense of resentment for the main character. He built the city from scratch with his own hands, and they even let him sleep in it for money! An unfair concept.

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Thank you for your feedback!

I couldn’t reproduce issue with market. I checked market database, it does have “Clay” under listed resources to restock (with 50% ratio). Market updates it’s content once restock timer reaches zero. Then new values are calculated from current values of the warehouse. So if during restock warehouse had 0 clay, and then city produced 30 clay, market will have 0 clay to sell until next restock. If issue persist, you can try to open console (` key) and then enter restock_market to force restock of the market. Or you can try to wait for next restock timer to reach zero.

Taverns provides alternative ways to restore values, bypassing limits (starting from stone epoch) and reducing required time to wait (8/6/4 seconds for 100/105/110 energy compared to 20 seconds when sleeping from UI or 10 seconds using tent). This is why tavern’s actions have price.

Actually, the principle of the market is opaque. I won't speak for the others, but how I thought. I have a character under control, I do something to them, then I build a "city" of two buildings, then I build a resource miner. The miner begins to mine. He puts it in a warehouse. How to get it? It's unclear. Well... I'll figure it out with time, it's not critical. Next, the question arises how to feed the berries to the laboratory. Because I can't put anything in the warehouse either. Eventually, I find a market and begin to understand the principle of how it works. Just what I noted. The fact that I literally gave birth to them all, and they also demand money from me :) Kill them all! :D However, I digress :)

So, the logic becomes clear. Working with the city warehouse is through the market. Capitalism as it is, for 300% of the profit it will go to any crimes :) And so I try to upgrade the workers and get confused again. There are resources in the warehouse, but not in the market. So you're talking about updating the market right now, and does the player know about this mechanism? I am not saying that this information does not exist, I am only saying that I personally did not notice it, although I am not the most inattentive person. This mechanics is unclear, because if you sell something to the city, the laboratory immediately picks up the resource and starts working. But with the purchase, everything is somehow different. And it's very counterintuitive when you have forward and backward working differently. Anisotropic, that's what it's called :)

I agree that market and university might be confusing at the beginning. This is due to the fact that I hit my own soft deadline and had to publish game before being able to work on it further. I will definitely change their mechanics to more transparent one later. For now I plan to add gardeners/florists that will collect berries/flowers for city and change requirements for respective researches to be reachable without market manipulations.

Purchase from market, on the other hand, takes resources from warehouses. So, if market restocks with 10 stones, and warehouse’s level of stone reaches, for example, 8 stones, you won’t be able to buy 10 stones, only 8 will be available and buying them will reduce city’s stone level to 0.

I want to make economy vital part of the game, so player could have many different ways to earn coins to avoid activities he don’t like by simply buying stuff from the market. But yes, this feature is vague right now, due to the lack of side content. This is why I want to add more side content in next updates, rather than focusing purely on story progression.