Aurora Heir is a single player RTS / village builder / tower defense game which rests on Finnish folklore and mythology. Game is based on harvesting various resources and building up from handful of workers into a functional network of villages in which every resident has it's own role. Player may choose to micromanage everything or let workers do the decisions by assigning professions to villagers which will guide their actions and focus on higher level decisions.
Build up your towers, recruit and train war band to protect your domain from various mythical creatures. Establish vital production with fishers, hunters, farmers, miners, woodcutters etc. Beware harsh Nordic winters, which may easily eat up your tribe leaving nothing more than frozen soil behind. Player may choose to embrace or defy ancient gods for decisions like this will determine the outcome of the game. Harness the power of your shamans for interaction with the gods.
There are currently two tribes with different starting conditions and bonuses, which player may choose from. Game consists of five different classes (workers, shamans, warriors, scoundrels and rangers), 19 different professions, 25 different buildings + roads and paths and various critters and mythical creatures.
Maps are randomly generated and contains bunch of various resources, critters and of course space for building your village. Choosing the most efficient starting point in terms of nearby resources and sacred grounds has it's advantages.
This is indie project made with Unity engine and game is currently work in progress.
It's been a while since last update, for me the summer is time for various outdoor activities and relaxing. Hope everyone has had fantastic summer! I've also been working with Aurora Heir every now and then and now it is time to get hands dirty again :)
During the summer I've implemented several new features and updated existing ones. Here is a summary of things that has been done.
Camera controller received an update, which enables wider perspectives and camera can now be tilted slightly along vertical axis also. Let's see if I will free the camera once and for all from any axis limitations in the future...
Weather effects has received an update and weather now has direct impact on resource consumption.
Also environmental elements has been yet again updated with more pleasant outlook (hopefully).
I've started implementing (and partially finished) profession guided work steads, which basically means huge reduction in terms of micromanagement. Micromanagement is still there, if you wish to do it, yet more efficient method has now been implemented.
Also several GUI elements has been updated to support new features and profession controller has received dedicated GUI panel (it's a kind of similar mechanism than Banished).
One thing that I've decided to experiment with is to have a grid based game with possibility of placing stuff in a free-form manner. This basically means that some of the buildings may be placed without position or rotation limitations while others are bound to "snap" to the grid due to their "nature".
Some of the buildings are now "modular", which basically enables combining them and building various log building complexes. Also there are "porte cochere" elements, which enables villagers to pass trough.
New decorative building category has been added with currently 5 different decorative buildings and elements:
* Wooden fence
* Roundpole fence
* Flower bush
Also since fences has been introduced, I needed to implement efficient mechanism for placing them. Decorative fences are not bound to grid and they won't bock movement - instead they slow any unit crossing them. Placing a fence was implemented by mouse drag mechanism, meaning that player clicks desired position and while holding down mouse button drags to desired position and fence will be placed in between.
Previously player had to manually recruit new villagers to his/her domain... This was something that I changed more towards simulative approach, in the future new villagers will join to the tribe based on various conditions such as:
* Overall happiness
* Water turnout
* Food storage balance
* Available housing
Let's see if this one needs more tweaking, probably yes :)
There are several other more or less minor issues and features, which also has been implemented / fixed.
Armories for example, received major update which enables player to place target dummies as he/she wishes and amount of cadets is determined by amount of target dummies.
Farms received update, which enables player to manually add / remove fields as he/she wishes.
And much more...
Next I will concentrate on consumables such as tools and weapons, perhaps even clothing. Need to try out if they fits in the game. I also have several other things in my idea list which I will do some experimenting with.
Thanks for reading and you may follow the progress also on Twitter, I will be posting there minor updates more often!
It is time to release a bug fix patch and couple of requested enhancements into Aurora Heir. Free demo update available!
It is time to put Aurora Heir into public test - I'm happy to announce that game is available for basic testing!
Aurora Heir progress update and introduction to new features such as resource transportation and building upgrade paths.
Short Dev Blog and Pre-Alpha gameplay trailer video.
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