Second we do not want to make giant 'mad-lib-history' generators or create any superfluous details to the simulation that don't have noticeable game play effects, we both want to provide tools for macro-managing the fortress rather then micro-managing it, it should play much more like a typical city-Sim in-which the player handles longer term growth and emergencies but dose not need to constantly 'pump' normal maintenance. I'm looking to import a good deal of its game logic once I'm to that point which should be a big boost to getting into real game play.īoth GoblinCamp's creator and I have very scaled down goals relative to DF with respect to game play, firstly we are doing ONLY a fortress mode. Position the wall shape where you want it to be built and press enter. Use the u, m, k and h keys to shape a 1 by 10 wall. Press the b, C, and w keys, in order to select the wall function. It's already got playable versions released which demonstrate how an ASCII interface can actually be made usable with a little mouse support. Once you have some blocks, youre ready to start construction. After a hiatus to play SC2 (I got tired on constantly being Dropped from Battle net) I'm restarting active development on my project and help is still quite welcome.Īlso people should know their is a related project called Goblin Camp which is using an identical GPLv3 license, it's built off a library specially designed for rouge-like games which means its 2D but its made a lot of progress in the area of job, item creation and AI management.
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