Create your cities from a large set of customizable buildings, manage various production chains, negotiate with neighboring towns to trade, define taxes and policies, and watch as Ostriv’s world reacts to your decisions in a natural way.
– detailed economic simulation and human behavior
There's a strong emphasis on interaction with your citizens. People in game act like people: they have their own motivation, needs and skills. Citizens will take jobs only if they are satisfied with them (or they are desperate). They can sell goods and services to each other on the local market. Wealthy citizens could start their own business in your town and hire other people. You will need to influence your city by means of setting prices, taxes and various policies. Each decision will certainly lead to some reaction of the society.
You can conduct negotiations with other cities to conclude the most profitable trade agreement. Explore nearby cities by sending messengers to find more import and export possibilities.
For more effective resource transportation inside the town or for outer trade you will need vehicles. Wagons, fishing boats and wheelbarrows could be built by a local carpenter or to be bought from outside.
The breeding of draft horses and oxen is also required to move resources as well as for cultivation of fields.
– unrestricted building placement
There’s no any kind of grid or angle restriction for placing buildings. Any building could be placed on any angle. Building on slopes is also available.
– roads modeling
Dirt roads are formed in a natural way at places, where people move the most. You can build paved roads for more comfort and better aesthetics, but they’ll be used only in case of reasonable placement.
– dynamic seasons change
– a unique visual style inspired by Ukrainian architecture and way of life
Official website: Ostrivgame.com (don't forget to subscribe for a newsletter)
Okay, let’s get straight to it. This report will be short and mostly technical just so you know how many stuff is happening.
– improved frustum culling for terrain mesh (got a couple more FPS)
– improved quality of minimap rendering
– creating new families from grown-up citizens
– ability to resize or remove fields
– every field is now bound to specific farm
– removed grass from steep slopes
– Citizens now automatically open doors when passing through
– Using those names in game
– Fixed some bugs with water reflection
– Basic crop rotation
– Added another boat type for river trading
– Horses are now more dynamic inside stable pasture
– Improved animation on agents turn
– A bunch of new building models
– Improved bridge construction animation
– Gathering citizen stats as one of jobs you can assign to town hall employees
– Finally, got normal mapping working:
– Improved model editor
– Created some normal maps
– Improved fence model
– Pottery building with basic production
– A solution for wheels on a bridge. Looks dumb but it actually made absolutely any multilayered structures possible.
– Testing the game. A lot of random bug fixes
– Another improvement for model editor. This time it’s about defining construction sequences.
– Basic “demolish building” functionality
– Save/loading for procedural trampled paths
– Black smoke from smeltery’s chimney
– Storing citizen’s experience for every type of work
– A couple of decorative models
– A cool looking log carrying animation:
– Rebuilding guard patrolling paths, when city topology changed
– Added normal mapping for terrain
– Improved save/loading again
– A tool to view any agent’s current path. Priceless for debugging, and I think just nice looking for players who want know everything:
– Roof tiles and wood shingles are now used as resources for construction
– Basic tooltips functionality
– Showing a clickable list of workers in building properties
– A simple money income/outcome report
– Migrants are coming to city only if there’s decent amount of food and jobs.
– Snapping fences to predefined building points
– Managers: they can be assigned to some buildings to increase productivity and unlock some more features, like crop rotation on farms
– Added a button to order a plough from the farm. Orders are then taken by local carpenters.
– Hunting whole day for one bug
– And finally fixed it in the morning
– Some very productive work on trade deals. I’m finally getting something that looks simple and interesting at once.
– Another great testing and planning for the rest of May.
It’s not the full list. I only chosen what should make some sense to you:)
The game is now becoming more and more like an actual game and I’m really starting to enjoy it! So I have good feeling that it can reach the state of closed testing in next couple of months (I know, I said that before).
Talking about some new gameplay decisions and cool new features added to the game in last couple of weeks.
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