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Steam News13 January 20251y ago

Update 216 - Building Variants

Hi everyone, It has been a little while since the last post, but not for a lack of progress: Over the break, I was able to make a lot of progress on the new building script, which is now set up to run in parallel with t

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addedHi everyone,Over the break, I was able to make a lot of progress on the new building script, which is now set up to run in parallel with the existing building construction system, meaning that I will be able to update the game as I switch the system over, rather than having to wait until I have fully made the switch. This means that I was already able to update the game to now include many of the changes I have spoken about in the last few posts, including the new windmill and farm models.
addedHi everyone,Additionally, the new building script now also allows for building variants to be added for each building, which I had briefly mentioned in post 184 before. For now, only the small house has building variants, but I will be able to add more as I upgrade the building models. When a player selects the small house to be built, the game now randomly chooses from one of the three models, leading to a bit more variety in how each village will look (two of the variants are shown in today’s image).
addedHi everyone,Further, the new script includes a decor system, meaning that each building variant can be set up with additional ornamental items, such as crates, plants, or tools - which will be chosen at random when the building is constructed. This, too, should add some variety to the way the buildings look, though for now, only the windmill uses this system, and more as a proof of concept.
addedHi everyone,Now that both of these systems are in place, however, it will be easy for me to add variants and decor items to the next building models, which should help with making the settlements feel a little more organic.

Hi everyone,

It has been a little while since the last post, but not for a lack of progress:

Over the break, I was able to make a lot of progress on the new building script, which is now set up to run in parallel with the existing building construction system, meaning that I will be able to update the game as I switch the system over, rather than having to wait until I have fully made the switch. This means that I was already able to update the game to now include many of the changes I have spoken about in the last few posts, including the new windmill and farm models.

Additionally, the new building script now also allows for building variants to be added for each building, which I had briefly mentioned in post 184 before. For now, only the small house has building variants, but I will be able to add more as I upgrade the building models. When a player selects the small house to be built, the game now randomly chooses from one of the three models, leading to a bit more variety in how each village will look (two of the variants are shown in today’s image).

Further, the new script includes a decor system, meaning that each building variant can be set up with additional ornamental items, such as crates, plants, or tools - which will be chosen at random when the building is constructed. This, too, should add some variety to the way the buildings look, though for now, only the windmill uses this system, and more as a proof of concept.

Now that both of these systems are in place, however, it will be easy for me to add variants and decor items to the next building models, which should help with making the settlements feel a little more organic.

Finally, I was also able to finish planning out the production chains for 0.9, which I will talk about in the next post!

Until next time!

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Steam News / 13 January 2025

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