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Mid-December update | 16/12/2019

Greetings medievalists!

We’ve been quite busy, so here is the latest update:

[h3]Map generator[/h3]
The player can now choose map sizes. The combination of ground type and topology brushes defines a map type. At the moment, the valley is the map type that’s fleshed out the most. Each voxel generates as a different ground type by a rule set that is controlled by a biome/map type. We can now control how many (and which) ground types will be created at a certain biome type.

[h3]Prop placement[/h3]
Props are all objects that we can place on the map (resources piles, vegetation, stone, clay, etc.), and their position controls with randomized brushes. The amount of props spawned is proportional to the map size and can be controlled by biome type. And as a bonus, here are the latest resources we’ve created:



[h3]Worker’s daily schedule[/h3]
We have added the worker’s daily schedule - this way, the player can determine the type of each hour in the day. At the moment, the player can choose from 3 different hour types - WORK, SLEEP, and ANY. This is one of the most significant features for interacting with workers, and that gives us the ability to set different priorities to workers’ goals. If we choose ANY hour type - the worker will prioritize goals like fulfilling his/her social and comfort needs. If everything is fulfilled, the worker will search for available jobs. If the worker is starving, he will search for food even if the hour type is set on sleep or work.

[h3]Finalized combat animation[/h3]
After numerous animation tests, we finally decided on how to present them. Here is a sneak peek for some of them.



We'll post more things soon! Until next time,

Foxy Voxel team

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https://www.youtube.com/watch?v=eZHxPbauqvg