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Retro-Pixel Castles is a brutal village/town simulator with RPG and roguelike elements. Some Key Features: You CAN'T win! Yeah, that's right. Not being able to win is a feature! Survival. In Castles, you'll find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. Build a village... A major part of the game is village management, and trying to discover new ways to keep yourself alive as long as possible. Huge, hand crafted maps! Each map is 512x512 tiles wide, leaving tons of space to play on. Built-in map editor. Included in the game engine itself is a very robust, feature filled map editor. The game will be released completely DRM free, and all content created for the game will come with your initial purchase. There will be absolutely no paid DLC and tons of free content patches! (See www.retropixelcastles.com for more details!)

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I've been spending the past few days working on a quick, smart(ish?) system for assigning your villagers to work in the various buildings on the map. In the last update I got the villagers to find assigned work and move over to the location and collect resources. But now I am taking it to the next step, assigning workers to specific buildings, and only allowing workers to work in areas with in a reasonable walking distance.

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The black dots in these two shots represent the range a building has. Unlike most games, in Retro-Pixel Castles the range takes into account the actual walking distance from the main building, that way your villagers don't go wandering off on a grand adventure around a mountain to work. They will only work in areas they can reasonable reach from the building. The range is also adjustable by the player, if a player wants to restrict the work area to keep their villagers closer and safer with shorter trips they can pull back the range. If they want to take more risks and potential hits to productivity speed they can crank the range all the way up and grab resources normally out of reach. I have a lot of plans for building workload management, unlike the standard "Send the worker, collect resource, bring resource back" mechanics you see commonly RPC will have a slightly more complicated system, that will be mostly automated anyway. But I'll share those details when I get to them! In the mean time, enjoy these two rough shots of the buildings, workers and the building-range markers. ;)

Shot one just shows a bunch of villagers working within range of their Lumber Mill, where as shot two shows the range, by actual walking distance and how in situations like this example your villager wouldn't attempt to walk all the way around the tree wall and collect resources on the other end.

(Note: Early shots of the GUI, not a final polished product)
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Retro-Pixel Castles
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Rayvolution
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