Our Freedom - Wishlist now! @CodeMyGod1
This game will transport you to the Middle Ages, where you can do anything: be a merchant, warrior, bandit or the new king! The world is open to you! store.steampowered.com/app/2758190?ut… Odesa, Ukraine Joined June 2019-
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A huuuuge update for just two days of work, actually. We’ve added the ability to build barracks where you can select villagers who will serve as soldiers when you mobilize your army (they continue working at their jobs, but temporarily drop everything when mobilized). Soldiers follow the player, and later on, the player will also be able to issue quick commands and choose formations for the unit. The behavior of warriors and enemies has also been significantly improved; they now split into pairs, surround each other, place blocks, and generally behave more predictably. In fact, this isn’t even half of what’s been done! The ☠️ of settlers has been added, as well as a drop in morale among all other colonists, taking their relationships into account. Warriors’ combat capabilities are also influenced by personal relationships among all warriors, and victories over bandits have a positive effect on both the warriors’ relationships with the player and the overall morale of the colonists. And this is just the beginning of developing this mechanic! More to come! #gamedev #pixelart #indiegames #indiedev #colonysim
Huge step forward: the dialogue system is fully functional! Currently polishing the visuals and importing the storylines directly into the game. Work is in full swing, and the beta version is coming very soon. Stay tuned! ⚔️🪙 #gamedev #indiegame #solodev #pixelart #1bit
Now the player can order a military gathering at the barracks—a new building. Currently, all villagers are automatically enlisted in the army by default, but in future updates, this will be customizable, allowing players to select villagers with higher combat levels or, conversely, choose weaker villagers and train them. Once the mobilization is complete, the villagers return to their daily tasks! #gamedev #pixelart #indiegames #indiedev #colonysim
🔥 Huge daily progress! • Notifications: The system is fully complete and localized. Added priority alerts for happiness levels, villagers joining/leaving (unhappy ones may leave, based on their expectations), and missing ingredients. Colony status checks are now dynamic for better optimization. • Villagers: Added a proper day/night routine (they sleep in houses and wake up in the morning). Their logic was refactored, so they "think" much faster now. • Bakery: You can now select specific recipes to bake, which is natively displayed on the building's sign. The bakery's construction process also received unique visual stages. • Misc: Fixed heavy rock shaders (boosting FPS), added new control tooltips, and rebalanced the villagers. Only 6.5 mechanics left out of 28 for version 0.6! 🚀 #gamedev #pixelart #indiegames #indiedev #colonysim
Now the player is always aware of the villagers’ needs❗️ If something happens and the villagers run out of food or critical resources, the player will receive a notification in the upper-left corner of the screen. Notifications expand to detail the specific issue and then minimize to an icon. Also, when the player embarks on an adventure and leaves the settlement, the notifications are minimized into a single icon, which can always be expanded to see what’s happening in the settlement (the visual here is still a draft). Notifications are divided into several types, ranging from positive (a new settler, completion of construction) to critical (raid, famine). #gamedev #pixelart #indiegames #indiedev #colonysim
Settlers can now eat 🍎 Right now, this doesn’t affect much besides the happiness level (if happiness is low, settlers will gather their belongings and leave the settlement), but it actually gives the player another incentive to develop the settlement. Generally, I don’t want the player to constantly have to think about how to protect and feed the settlers, so from a balance perspective, I’ll try to ensure that food is fully automated by the mid-game phase. #gamedev #pixelart #indiegames #indiedev #colonysim
Lots of small updates today 👌 • All tools, armor, and weapons now have durability. It gradually decreases as the item is used. An item’s total durability is determined by its material: stone tools wear out fairly quickly, while iron ones last longer. • These same items now have quality. Armor quality affects how much damage it absorbs. Weapon quality affects the amount of damage dealt, and tool quality affects their effectiveness. To improve the quality of the items you create, you must first use the anvil accurately, second, level up your Crafting skill, and third, have a little bit of luck. Sometimes, even with a low level and accuracy, you can create an item of “Good” quality. For “Excellent” quality, all the stars have to align 😁 • Also, items that the player selects for their inventory are now displayed at the bottom of the quick access panel #indiedev #gamedev #rpg #solodev #devlog
@DsparcheMapache Haha, thanks!
Our Freedom isn’t just a colony sim; it’s a game that blends genres, and it includes survival elements as well. Why is this necessary? First and foremost, to give the player a constant sense of “I built this all by myself.” You’ve definitely felt something like this when playing sandbox games and constructing massive structures. The feeling that you’ve built something grand, block by block, triggers a rush of dopamine. In Our Freedom, this is felt in terms of “I gathered stones with my own hands, turned them into a pickaxe, used it to gather iron, turned that into swords for my soldiers, led them into battle, and together we created our own kingdom.” Essentially, this is progression through mechanics, but for me, it’s also progression through genres: from survival to RPG, from RPG to colony sim. Don’t mind the fact that I started making the game from the end, and now I’m literally working on the first few minutes of open-world gameplay 😅 #indiedev #gamedev #rpg #solodev #devlog
@waclawi_x Same for me 🙂↕️
Gradually incorporating an old mechanic into the gameplay loop — blacksmithing 🛠 Previously, this was just an episodic mechanic dedicated to crafting your first sword. Essentially, it showed the player in the prologue that the game also features interactive minigames and crafting. Now, the player can place a forge, bellows, a water barrel, and an anvil in their settlement to melt down ore or ingots and pour them into molds. I want to maintain a balance between tedium and depth, so I didn't add the process of pouring and refining ore in crucibles, like it’s done in Vintage Story, for example. Instead, the player can either pour ore directly into a mold using the furnace or melt down ingots. The only difference here is speed: ore takes much longer to melt. #indiedev #gamedev #rpg #solodev #devlog
@Vallhall74 Thank you!!!
A new, simple mechanic that is essentially key to many others. With a pickaxe, you can now mine stone, ore, and coal. Stone can be turned into bricks used in construction, as well as simple stone tools. Iron ore is used to smelt ingots, which can then be crafted into tools, weapons, and armor. Coal is currently the best fuel in the game. In fact, this feature should have been implemented a long time ago, but we’ve only gotten around to it now. It sets off a whole chain of mechanics, starting with stone mining and ending with new types of armor. #indiedev #gamedev #rpg #solodev #devlog
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