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Streamlining building trait #uxdesign
Traits are tied to buildings, but they also appear with events, changing how buildings work at each playthrough.
Here is a selection for #screenshotsaturday!
Any favourite?
#roguelike #indiegame
Deep into balancing buildings!
Advanced woodcutters will now produce more wood based on how many forest tiles are around.
#indiegame #roguelike #village
It's time for the crop pool!
I've been drawing more crops lately, they are fun to have in the village and the little variations make for some interesting gameplay.
What crops would you like to see?
#indiegame #pixelart #roguelike
Revising seasonal colors... trying to balance having visually different seasons with gameplay clarity is quite a challenge!
#pixelart #indiegame #roguelike
Bugfix of the week:
"Fixed a bug where woodcutters would block the whole village from advancing if no forest could be found nearby."
🪵🪓🪓
#gamedev #programmer
Here is an improved job: the Innkeeper.
This Pip converts beverages into serenity, by making sure that other Pips can come by and grab a beer whenever they feel like it.
#indiegame #pixelart #roguelike
Adding a few more medieval jobs!
#indiegame #roguelike #pixelart
Did you know? You can lure all kinds of wild animals in dotAGE and they will become tamed! However, once they join thev illage you need to feed them too! Don't let them starve, will you?
#pixelart #roguelike #indiegame
Bugfix of the week.
- Fixed a bug where Pips would vandalize buildings outside of the village's borders. They now correctly prioritize vandalization of useful buildings.
#gamedev #programming
Time for yet another seemingly useless feature!
Pips will now get close and interact with wild animals they find inside the village borders (everybody loves bunnies!)
#pixelart #indiegame #rogulike