Post by Regolyth on May 29, 2013 9:36:32 GMT -5
This game looks fun. It look like an RTS game meets crafting game meets Minecraft. Their Kickstarter needed $120k and got over $600k. So it appears they'll get published at some point.
Stonehearth
Stonehearth is a game about building and conquest in an epic, fantasy setting. The game is equal parts sandbox, RTS, and RPG.
In Stonehearth you lead a band of settlers who must carve out their place in the world by gathering resources and building fortifications, while under constant threat from intruders. As your settlement grows, you will eventually train up a standing army then venture forth into the world, where greater challenges await.
Stonehearth’s simulation and city-building aspects are inspired by the great Dwarf Fortress and Minecraft. We are also inspired by the games we loved as kids: the Warcraft RTS games, Final Fantasy Tactics, and pen and paper RPGs.
Put it all together and you end up with something like this:
We know that there are lots of different play-styles for this kind of game. Some players want to focus on building an incredibly awesome city with happy, well-fed citizens. Others focus on building a strong army and exploring/conquering the realm. Many just want to tinker with the simulations in the game world. We want you to play the game the way you want to, so as you play the world will respond to your choices.
Each initial game world is randomly generated, but an AI “dungeon master” observes your behavior and tweaks the content based on your actions. This is always done in a way that is natural and makes sense from a story perspective. For instance, a player who is more aggressive when dealing with local, small-time goblin raiders may find his actions have triggered a long-term war against the goblin nation. Violence begets violence.
We’re engineers at heart, so we geek out at complex systems. We design our major gameplay systems like farming, building, and combat according to the “easy to learn, difficult to master” principle.
Take farming as an example. The yield of a particular farm is determined by factors including the quality of the soil, the amount of water nearby, the crop planted, and exposure to varmits looking to devour the crops. If you are really into this kind of stuff, congratulations! There is ample opportunity to greatly optimize the output of your farms through irrigation, fertilization, and varmit-countermeasures like traps and fences.
Stonehearth
Stonehearth is a game about building and conquest in an epic, fantasy setting. The game is equal parts sandbox, RTS, and RPG.
In Stonehearth you lead a band of settlers who must carve out their place in the world by gathering resources and building fortifications, while under constant threat from intruders. As your settlement grows, you will eventually train up a standing army then venture forth into the world, where greater challenges await.
Stonehearth’s simulation and city-building aspects are inspired by the great Dwarf Fortress and Minecraft. We are also inspired by the games we loved as kids: the Warcraft RTS games, Final Fantasy Tactics, and pen and paper RPGs.
Put it all together and you end up with something like this:
- Randomly generated, destructible worlds built with voxels
- Creative building on both large and small scales, from cities to teacups
- Scripted RPG-style content to discover and adventure through
Robust class trees for both combat and civilian units - RTS-style combat with an emphasis on tactics over micro management
We know that there are lots of different play-styles for this kind of game. Some players want to focus on building an incredibly awesome city with happy, well-fed citizens. Others focus on building a strong army and exploring/conquering the realm. Many just want to tinker with the simulations in the game world. We want you to play the game the way you want to, so as you play the world will respond to your choices.
Each initial game world is randomly generated, but an AI “dungeon master” observes your behavior and tweaks the content based on your actions. This is always done in a way that is natural and makes sense from a story perspective. For instance, a player who is more aggressive when dealing with local, small-time goblin raiders may find his actions have triggered a long-term war against the goblin nation. Violence begets violence.
We’re engineers at heart, so we geek out at complex systems. We design our major gameplay systems like farming, building, and combat according to the “easy to learn, difficult to master” principle.
Take farming as an example. The yield of a particular farm is determined by factors including the quality of the soil, the amount of water nearby, the crop planted, and exposure to varmits looking to devour the crops. If you are really into this kind of stuff, congratulations! There is ample opportunity to greatly optimize the output of your farms through irrigation, fertilization, and varmit-countermeasures like traps and fences.