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Changelog Version 1.0.3 - More AI improvements

GamingPugs Blog

Mechanics:

-There is now a menu to select the different AIs and to change the difficulty of them

AIUI

-You can now change the AIs difficulty, this influences:
x The amount of builders the AI has
DifferentBuildSpeed
x The amount of skillpoints the AI has
x The recruiting speed
x The amount of blacksmith upgrades per unit
x The AIs "players" stats
-The AI will now stop recruiting worker units when there is someone with the plague in the city
-The AI will now upgrade buildings
-The AI will now remove builders if there is no more need for them
-The AI will now attack spawners if there is now player or other AI to attack
AIkoop

-I improved the AIs attack behaviour

Balancing:

-Archers now have a higher range on walls and towers
-The AI does not use it's "player" multiple time for an attack anymore
-Reduced enemy catapults dmg to 15 (before it was 20)

Bugfixes:

-The AIs Ogre tamer did no damage
-The player got stuck when trying to climb a wall
-The AI could get negative gold with taxes
-The player was able to open and close the AIs gate houses when in the same team
-Setting teams for the AI did not work correctly with more then 1 AI
-The player was able to change happieness and taxes of the AI when in the same team
-When having excactly 0 health units did not die and where invincible
-The sheep farm did not work with more then 1 AI
-The blacksmiths sound did not work

Changelog Version 1.0.2

GamingPugs Blog

I spent a LOT of time on the AI this week, I wanted to bring it to a point where you could actualy fight it.

Mechanics:

AI based changes:
The AI can now:
-manage it's happieness and taxes
-manage it's market
-recruit worker units if they die
-recruit military units (it has a defender army and an attacker army)
-use the blacksmith
-open and close gates
-spawn and use its king (only for attacking for now)
-If the AIs king dies he respawns at the graveyard if there is one
-If the AIs king dies and he has no graveyard, the AI will be destroyed
-The AI has now skills (like the player) depending on the difficulty
-The player can no longer see the resources needed from the AI

-The AI's information is now saved as an json file for easy modding

Other changes:
-The camera in the angled view will now rotate by 90° when pressing ctrl

Bugfixes:

-The player could not pause when an AI was in the battle
-If you had no villagers the plague could not go away
-The player was not able to "jump" with the camera to his position in the angled view
-Builders have now a second way to detect if they got stuck

Next week I will update the lobby with some UI that you can select the AI and the difficulty of that AI.
As well as some more improving of the AI:
-AI attacking spawners if in the same team as the player, at the moment it will only try to attack the player
-Making the AI attack units that are inside of its castle
-making the AI rotate its castle towards the player
-Test with multiple AIs
-Test with multiple players
-Making the AI able to upgrade houses and removing builders
-Fixing some bugs tha AI has

Changelog Version 1.0.1.1

GamingPugs Blog

I already spend a lot of time with the new base building AI and I even added a little demo to the game.
You can add an AI character in a custom game. The AI will build a castle from a layout.



If you have some cool ideas for castle layouts, please let me know! I want at least three layouts per AI. (15 total)
Every AI schould have different strengths and weeknesses. The strength of the AIs should be sorted like in the campaign.

The AI will for now just build it's castle and recruit builders. The amount of builders an AI has will depend on the diffuclty later.
(easy = 1 builder, medium = 2 builders, ...)

I had to rewrite a ton of code to get this working, I tested a lot but there might be some new bugs.
This was only the easy part, the AI has to manage a lot more.

I habe a few questions how the AI should do stuff:
-Should the main character get revived at the graveyard like the player?

Except from that I changed some other stuff:

Mechanics:

-Changed the angle of the angled view to make placing big buildings easier

Balancing:

-A lot of enemies do now give less gold
-Reduced the catapults range a lot
-You can now build three wells (before it was two) because it was way too hard to get fire under control
-The well worker does now produce four water per workcycle (before it was seven)

Bugfixes:

-The healer doesn't try to heal when walking from now on
-The player can't move so early while building
-When getting water and instantly moving the player slider over the ground
-The market did not work in multiplayer

Full release version 1.0.0

GamingPugs Blog

Hey guys,

I put a lot of effort into this update, I made sure to change stuff that I knew you wanted for a longer time, fixed a lot of bugs and added fire to the game!

The game will now be in full release state and for sale.

Hope you like it!


Mechanics:

-New mechanic Fire:
BurningBuildings

Fire does come from folliwing sources:
lightning strikes
some enemies

Fire spreads over time to close buildings.
Some buildings like pathways can't burn.
Well workers can extinguish fire if they have water in their well
The player can extinguish fire as well
Rain can extinguish fire. (not thunderstorm)
Units take a lot of damage if they stand inside fire.
This can happen before peacetime is over!

-New weather: Thunder storm (can appear at forest, beach and mountains)
Lightning

-New enemy variation: Goblin with fire
-When building something on top of like flowers or gras, the deko object will now disappear.
-Units at the barracks do now have multiple spawnpoints, that they are not stuck inside of each other.
-The UI does now say "Next wave" because it was a bit confusing.
-The player can now collect water

Balancing:

-Reduced the amount of plague that gets spread when units die
-Increased the peacetime in the mission "Vikings" because it was way too difficult with the new events

Bugfixes:

-When buildings with npcs were dirty you couldn't select them from the top down view.
-The players head was weird when cleaning.
-If destroying a spawner very fast the boss did not spawn which was a problem when it was a quest.
-A wave will now finish spawning even if the spawner got destroyed.
-The player does now get set to the correct position when sawing wood.
-Healers could get the plague
-When the plague was there the happieness UI did not realize
-The auto trading was not enabled when upgrading the market if you never talked to the trader before
-When getting back from invisibility some heads were glitched out
-Some items had collission when inside the castle (fern, mushrooms, ...)
-The assassin couldn't climb walls sometimes

New update: Plague and rats!

GamingPugs Blog

Hey guys,

today I've got a big update, hope you like the new mechanics. :-)

New happieness factor: cleanliness
-Your buildings gets dirty over time
-villagers really hate dirty houses, the more buildings are dirty, the less happy they get
-New Building and unit to prevent that: Cleaner
CleanerNothingToDo

I really wanted the buildings to look dirty but even after 10 hours I couldn't get it to work because
of the way the buildings handle colors. If someone is good at programming shaders, would be happy for some help. :-)

New happieness factor: Plague
Happieness
plague can come through multiple ways:
-natural disaster: Plague infection
-dirty castle
-rats

-Your villagers will take damage and die from the plague, healers can heal it.
-The plague will spread a lot if people die from it.
-The plague can only appear after peacetime
-people cough and their faces get greener the iller they are

-New enemy: Rat
Rat

rats don't spawn normaly, they spawn through following ways:
-natural disaster: Rat infection
-dirty castle

-rats will infest units with plague and sometimes steal food + water
-they can only spawn afer peacetime

Other changes:

-The player can now harvest eggs
-The player can clean the castle
PlayerCleaning

-Made some buildings smaller that units can better walk between buildings
-Added houses and cleaners to the tutorial

Bugfixes:

-Villagers could have the dress
-Chickens had no sound
-Sheep had no sound
-Wood cutters got stuck if the tree was directly next to their hut

I tried a lot of different castle layouts and there is a chance that the cleaner unit can't reach a building. Please send me a layout of your castle if that happens, that I can fix it. Thanks!

Greetings The GamingPug

New update - The campaign is finally done!

GamingPugs Blog

Hey guys,

the campaign is finally done!
Hope you like it!

I wont post any pictures of the last campaign mission because I don't want to spoiler anyone.

These changes are from the last two updates (0.9.9.7 + 0.9.9.8):

Mechanics:

-New campaign mission: Ice Palace
-New campaign mission: The Volcano
-New Achievement: Campaign Master
-New outfit: Wyvern Slayer Armor


-The wyvern got new soundeffects

Balancing

-Increased base dex of the assassin to 6 (before it was 5)

---------------------------------------------------------------

Because I'm at home for the most part, I can work a lot at the game.
I hope I can manage to update the game to 1.0 in the next two weeks.
Because of that I will move the sale until that happend. You can have a sale only every 2 months and I really want to draw as much attention as possible to the game at the full release.
If you want to know what I will add please check out the post about future updates.

If there are major bugs that should definetly be fixed to this point please tell me.
But of course I will fix bugs after it as well.

Greetings the GamingPug

New update and idea for a new game mode

GamingPugs Blog

Hey guys,

I just launched a new updated and it has a new campaign mission in it. This campaign mission is very differnt and I might add this as a new game mode if people enjoy it.

*Spoiler*
This campaign mission you can't build and you have a few units to destroy all spawners.

Campaign mission 8

*Spoiler*

You can find more information here:

Store.steampowered.com

Changelog Version 0.9.5.5

GamingPugs Blog

Hey guys,

some new updates to my game, campaign mission number seven and a new enemy!

IecGolem

Unbenannt

More information:Steamcommunity.com

Medieval-Base building-Indie game

GamingPugs Blog

Hey guys,

if you are looking for some indoor activity why not try a new game?

My game called "Voxel M.R.T.", I'm working on it since 4 years and it is almost out of Early Access.

What you can do in this game:

Build a castle

Fully build castle

BuildMenu

Design, skill and play your own character like in a rpg (Mage, Archer, ...)

CharacterDesign

Fight against bosses

Ogre

Lead your army to success

Fight

Create your own levels and share them at the Steam workshop

BuildMenu

Play the campaign or custom games where you decided how difficult you like it

Campaign

Play with your friends

Multiplayer

And much more!

I try to weekly update the game and feed my players with new content!

If you have any questions don't be shy!

Check this out for more informations:

Store.steampowered.com

Greetings The GamingPug