Monday, October 31, 2011

Saturday, October 29, 2011

Banners

Hi!

These are the new Towns banners!

Click to enlarge.
Click to enlarge


Hope you like it

Xavi Canal

Friday, October 28, 2011

New domain

Hey everyone, I just wanted to let you all know that we are working on a new website.
http://www.townsgame.com will be up shortly, and it will come with phpBB forums that will serve as our new main hub.
Also, we added a new screenshot section.

With regards to the next release, we are making notes of your petitions and we will take every one into consideration.

Alex

Thursday, October 27, 2011

Campaign fix

Hi.

As some of you noticed, the game crashes if you press F1 on the first tutorial mission.


The bug has been fixed and Towns 0.30 it's ready to download.

Sorry for inconveniences.

Xavi Canal


Wednesday, October 26, 2011

Towns 0.30 released !!

Hi everybody.

We have been hard at work on 0.30 for the past few weeks and we are proud to officially launch it!

Click to enlarge


List of changes in this release
- Balance: Walls are now built in the masonry (with 2 stones)
- Balance: The arrival of immmigrants is checked every 3 in-game hours (instead of every in-game day)
- Balance: When a citizen (or soldier) dies. The global happiness is reduced by 20%
- Add: Custom actions engine
- Add: Animation engine
- Add: Random drop engine
- Add: Ranged weapons engine
- Add: Buildings now can have an automatic mode turned on (non-stop production mode)
- Add: Buildings can be forced to be built over certain terrains (ie. wheat farm over grass, mineshaft over stone,iron,coal,...)
- Add: Buildings can have non-rectangular shapes, and the entrace may be placed elsewhere
- Add: Hide buildings when hold [CONTROL] key
- Add: Engine prepared for friendly units (ie. A cow)
- Add: Current mission objective status is shown in the objectives panel (F1)
- Add: Infinitive verbs when attacking
- Add: A lot of content!
- Add: Drop for friendlies and citizens
- Add: Random prefixes and suffixes to military items when droped by an enemy
- Add: Repeat tasks when hold [SHIFT] key
- Change: All non-operative items will show the red-cross mark (ie. A bed built but not placed in destination)
- Change: Citizens now ends his tasks before they go to eat or sleep
- Change: If a citizen is carrying an item, he drops it before they go to eat or sleep
- Change: A wall (item) can be used as a room wall
- Change: Rooms can be built outside
- Fix: Improved the fluids routine (reducing CPU time to a half)
- Fix: Row-building mode fixed (walls)
- Fix: Returning to main menu could crash the game in some cases
- Fix: Removed the Windows end-of-line character from the Linux launchers
- Fix: Minor bug fixes


Hope you like it!

Xavi Canal


While donations are not neccesary, they are welcome!
We use this money to further benefit the project and every donation will bring us one step closer to our goals!




Tuesday, October 25, 2011

Towns 0.30 gameplay (part 2)

Hi.

The second part of the video has been uploaded. Again with spanish audio and english subtitles!



Regards

Xavi Canal

Monday, October 24, 2011

Towns 0.30 gameplay (spanish with english subtitles)

Hi,

I just uploaded a new video playing the current Towns 0.30. It has spanish audio and english subtitles.
About the audio, I think that my microphone it's too close. I'll fix that in next ones.




Hope you like it.

Xavi Canal

Friday, October 21, 2011

Current 0.30 changelog

Hi,

here is the current changelog for the upcoming Towns 0.30 alpha.



- Balance: Walls are now built in the masonry (with 2 stones)
- Balance: The arrival of immmigrants is checked every 3 in-game hours (instead of every in-game day)
- Balance: When a citizen (or soldier) dies. The global happiness is reduced by 20%
- Add: Custom actions engine
- Add: Animation engine
- Add: Random drop engine
- Add: Ranged weapons engine
- Add: Buildings now can have an automatic mode turned on (non-stop production mode)
- Add: Buildings can be forced to be built over certain terrains (ie. wheat farm over grass, mineshaft over stone,iron,coal,...)
- Add: Buildings can have non-rectangular shapes, and the entrace may be placed elsewhere
- Add: Hide buildings when hold shift
- Add: Engine prepared for friendly units (ie. A cow)
- Add: Current mission objective status is shown in the objectives panel (F1)
- Add: Infinitive verbs when attacking
- Add: A lot of content!
- Add: Drop for friendlies and citizens
- Add: Random prefixes and suffixes to military items when droped by an enemy
- Change: All non-operative items will show the red-cross mark (ie. A bed built but not placed in destination)
- Change: Citizens now ends his tasks before they go to eat or sleep
- Change: If a citizen is carrying an item, he drops it before they go to eat or sleep
- Change: A wall (item) can be used as a room wall
- Change: Rooms can be built outside
- Fix: Improved the fluids routine (reducing CPU time to a half)
- Fix: Row-building mode fixed (walls)
- Fix: Returning to main menu could crash the game in some cases
- Fix: Removed the Windows end-of-line character from the Linux launchers
- Fix: Minor bug fixes


Hope you like it!

Xavi Canal

Wednesday, October 19, 2011

First Alpha 0.30 video

We have been hard at work this week as you can most likely see from this spanish Let's Play video.


We would like to let you all know that anyone who makes their own 10 minute Let's Play video on youtube will get their name as a citizen in the game, and our special thanks!

Have fun guys!

Oh, and 0.30 won't be out for another few days, we want to add a few surprises before releasing ;)

Towns 0.30 alpha, new image

Hi,

just another sample image.

Click to enlarge


Hope you like it.

Xavi Canal

Sunday, October 16, 2011

Towns 0.30 sample image

Hi,

I can't wait to show you a sample image of Towns 0.30, using burninpet's graphics.

Click to enlarge

It rocks!

Supermalparit

Thursday, October 13, 2011

Hey everyone, Alexander Poysky here.

Hi everyone, my name is Alex Poysky. I'm going to be the new content manager and public relations guy here. I would like to take the chance to formally say hello, and let you all know that within the next week the game will be updated with a slew of new as-of-yet unmentioned changes, as well as a good deal of new content.

Once we roll out the next patch, the following two will probably be content only, which is what the majority of you have been clamoring for since day 1!

On a side note, please feel free to follow us on our facebook channel http://www.facebook.com/groups/283334488362764/

Remember, the more support we get, the more motivated we will be!

Have a great weekend everyone!

Alexander Poysky

Thursday, October 6, 2011

Content manager wanted

Hi,

Towns engine it's pretty advanced but the game lacks of content.

What I need?
I need a person that can fill the game with content.

What I mean with "content"?
Well, I mean almost every single thing in Towns. Items, buildings, monsters, animals, campaign mode, ....
Of course, all that things must be balanced (the Megasword 4d20+80 it's not an option).


All requests will be taked into account.

Regards

Monday, October 3, 2011

Towns 0.25 released

Hi,

Towns 0.25 has been released.

Changelog
- Add: Campaign mode
- Add: Main menu options
- Add: Moddable dungeon generation
- Add: A mill, flour, new tree
- Change: Added [BLANKLINE] code to menu.xml
- Change: .xml generators cleaned (using "dice" function instead of varMin and varMax)
- Change: New folder for graphics
- Change: Separated textures for buildings, living entities and items
- Fix: Minor bug fixes and improvements

Notes
- The campaign mode content it's still in development. But modders can change anything they want.
- With the moddable dungeon generation modders now can decide at wich levels they want dungeons, and what kind of monsters appear in it.
- To build bread now it's necessary flour sacks. Flour can be obtained from the mill.

Hope you like it!

Supermalparit