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Ostriv is a city-building game that puts you in a role of a governor of an 18th century town to challenge your creative skills and management abilities. Dive into the story mode and decide the fate of your country, or just build your cities for fun in sandbox mode.

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A short list of features I've been working on for last month.

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Okay, let’s get straight to it. This report will be short and mostly technical just so you know how many stuff is happening.

14.04.2017
– 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

15.04.2017
– every field is now bound to specific farm
– removed grass from steep slopes

16.04.2017
– Citizens now automatically open doors when passing through
– Created a huge list of names and surnames and generated declensions with some JavaScript coding. Will be a hell of a job for localizers.

17.04.2017
– Using those names in game
– Fixed some bugs with water reflection

19.04.2017
– Basic crop rotation

20.04.2017
– Added another boat type for river trading
– Horses are now more dynamic inside stable pasture

21.04.2017
– Improved animation on agents turn
– A bunch of new building models
– Improved bridge construction animation

22.04.2017
– Gathering citizen stats as one of jobs you can assign to town hall employees
– Finally, got normal mapping working:

23.04.2017
– Improved model editor
– Created some normal maps
– Improved fence model
– Pottery building with basic production

25.04.2017
– A solution for wheels on a bridge. Looks dumb but it actually made absolutely any multilayered structures possible.

28.04.2017
– Testing the game. A lot of random bug fixes

02.05.2017
– Another improvement for model editor. This time it’s about defining construction sequences.

05.05.2017
– 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

06.05.2017
– A cool looking log carrying animation:

07.05.2017
– Rebuilding guard patrolling paths, when city topology changed
– Added normal mapping for terrain

13.05.2017
– 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:

14.05.2017
– 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

17.05.2017
– 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.

18.05.2017
– Hunting whole day for one bug

19.05.2017
– 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.

20.05.2017
– 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).

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Tallestdavid
Tallestdavid - - 975 comments

cool cool how does one apply fo r the closed beta? :D I would love to help! I love Russia!

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