THE ANSWERS - COMMUNITY Q&A SESSION #2
BenSauropodStudio
Administrator
Hi everyone!
We’re exited to present the answers of our second Q&A session!
WHAT IS IT?
Every two weeks, we’ll invite our community members to submit us questions about the Castle Story development. It can be everything from game design, animation and sound design to programming, pathfinding, AI or anything related to the game production.
Afterwards, we will choose 5 questions and sit down with a developer to answer them!
HOW TO PARTICIPATE:
- Simply write your question in this forum post.
- You have until APRIL 20th at midnight EST to submit your question!
- In two weeks, the answers well be posted right here: castlestory.net
And now for the answers! Thanks so much for the questions, there were too many for us to answer all of them.
ANSWERS:
Hateeer asks:
“Will there be new Bricktron types?”
Germain (Designer and art director)
Our focus right now is to get rid of the idea of bricktron types and have bricktrons just be bricktrons. We’re building a crafting and tools system that will allow you to equip your bricktrons the way you like. So a knight will only be a knight because you gave him a helmet, sword a shield. Same goes for archers. But you’ll also be able to mix & match, which technically will allow you to have as many bricktron types (or classes) as you like! I hope this answers your question
emreakyel asks:
“Will we be able to craft new weapons like polearms, crossbows, etc.? “
Francois (Designer and programmer)
We’re currently working on a tool and weapon system to be able to craft all kinds of things. Right now, Bricktrons come equipped with their tools, but starting with the next update, they will be able to pick up, drop, and exchange tools freely. Polearms and crossbow we can’t confirm at the moment, but upgrades to existing tools and weapons is a logical way forward with this new system. So yeah! You can expect new types of weapons in future updates.
HateMe asks:
“What's your plan or status on grass and tree regrowth? “
Germain (Designer and art director)
Update 0.6 introduced tree stumps. which served two different purposes. The first one was to give falling trees a horizontal surface to fall from, minimizing the occurence of logs falling off the island. The second purpose was to leave something behind and eventually allow for trees to regrow.
Right now, our in-house build has grass and tree regrowth. It works! And there’s pratically nothing stopping us from releasing it in the next major update. All we need to do is create the different assets for growth states, iron out some performance issues, and plug the ressource spawner when harvesting so that small trees give less logs than big trees for example.
SirMaxeN asks:
“You planed to make some campaign in game when game was in Kickstarter phase, do you still plan on make some missions with great stories? “
Germain (Designer and art director)
That’s a tough one.
We never planned to make a campaign. Castle Story has always been intended to be a sandbox game. Our goal is to make the game “events” memorable enough to become a story of it’s own. Similar to those fabled “battlefield moments”, in which something completely unscripted happens during a regular game and becomes it’s own story. Our focus is pretty much entirely in that direction.
However, we’re building powerful scripting tools using LUA, a simple to use scripting language. With those tools, we can not only code crazy new game modes, but scripted events too. So a campaign mode is not impossible, and leading up to the 1.0 release, I wouldn’t be surprised if we created custom scenarios for you to play. Kerbal Space Program has scenarios, even though is a story-less sandbox game. This kind of thing.
angryeskimo45 asks:
“I'm thinking about getting this game based on what I've seen of it, but my computer isn't super powerful and I couldn't find any suggested specs on Steam. Do you have a suggestion of how powerful a machine would have to be to run this game in it's current state and a prediction on what it might require in it's final state? “
Faviann (programmer)
Our engine is going through intense optimizations right now. Graphically the game isn’t that demanding, but the voxel engine tends to chew through CPU like crazy sometimes. It’s really hard to say, but for the moment, the performance depends on the map size. To put it simply we're aiming for it to be the least demanding possible so that a maximum amount of player get the chance to try it out and have fun. It's gonna be a lot easier to answer once all the optimizations we're working through are done. This is why most unreleased game don’t have minimum system requirements. It’s really hard to tell.
Comments
What are your plans regarding the presettings, especially for sandbox? Things like turning day/night circle on/off, amount of Bricktrons at the start, choosing starting location, coruptrons yes/no and stuff like that.
Isn't that the LUA scripting features coming along that Faviann was answer, where it may be possible for custom campaign mode where you use LUA to set/change the preconfigured presets? And that, the framework isn't there yet, so not to expect being able to do those things until the whole LUA scripting is fully implemented/supported?
Or am I wrong?
____________________________________________
My questions in bold:
When will we be able to have "random events"? Such as lucky events, unlucky events, events that makes the game more challenging for a brief period of times, etc.?
Also, the scope of the next update, v0.7 now contains the following:
[Question 2] Will you host/make a server for matchmaking? It will be easier for players who don't have strong computers or needs to forward ports (but they can't because of Internet provider). Just click FIND A GAME, wait 1/2 minute and the game starts.
And, also, would it possible to add a new "Cinematic Camera style"?
I'm making some videos, and it would be cool a more free and precise type of camera... it would be amazing!
Will there be like a tournament organised by the devs to play conquest PVP together? Right now I played castle story for a long time and i'm seeking a new challenge which mainly means playing against other players.
Thinking about building a house for my woodchoppers, but if the trees will not regrow there would be no point in it
I'd definitely appreciate some clarification on the Corruptrons not destroying anything purposeful.
The design of Invasion is for lasts to be never ending and see how long you can last for, yes. When it comes to performance, we're constantly working on it, really. It's an uphill battle - adding new features constantly refreshes the need for optimization.
As far as I know, there aren't any plans currently to changing the way Corruptrons spawn. I'll discuss it with the team, though. There are pros and cons to both ideas of dedicated spawn points and randomly selected spawn points.
Does that answer the question?
edit- I think that corruptrons sometimes break blocks for reasons other than a lacking in large slowing canals.