Siege Settlements

Hi everyone!

I’ve wanted to share with you my project, that I’m working on.
It’s a medieval-ish real-time-strategy game called Siege Settlements.

Description:

It’s a quite uniquely styled strategy game. It’s default style is based loosely on the awesome animations of YouTube creators BazBattles and History Marche.

The gameplay doesn’t have a real objective yet, aside from having fun fighting enemies that is.
The game also is customizable to a degree that’s not seen almost anywhere else. You can edit virtually anything. Terrain graphics, stats, models, textures, daylight cycle, and much more.

Feel free to share anything you make so others can play it.

Video of latest version of the game:



Download & more:

Itch.io link (Free): Siege Settlements v0.0_11 by Katniss

Official SiegeSettlements’ subreddit Reddit - Dive into anything

Feel free to leave feedback and comment. :wink:

Little refresh, because yesterday evening I have released an update that enchances the look and feel of the game quite substantially.

Update video (edited gameplay):

Downloadable here (Free).

Changelog (0.0_07):

  • New default level.

  • New, much better-looking 3D models for buildings.

  • New, customizable module system.

  • Every object can now have modules added to it.

  • Not all combinations make sense and are allowed.

  • New, customizable sub-object system.

  • Adds MESH or PARTICLES sub-object to unit/building/etc.

  • Examples included!

  • All models can now have metallic & smoothness maps.

  • Internal changes.

What do you guys think?

Update Time!

The 0.0_09 Pre-Alpha is now available to download.

This update focuses mostly on playability. I’ve added many smaller, but essential features, like tooltips when hovering over UI elements, more actions on selected objects (e.g. you can now cancel production, demolish buildings, etc)

The game should also bw more performant now, with FPS gains of upwards of 50% (depending on the number of objects in the loaded level).

Video:

Changelog:

  • New GUI

  • Updated the default level (“level02plus”).

  • Added buttons to the Action Panel:

  • Barracks’ Rally Point can now be moved.

  • Buildings can now be demolished.

  • Production/Research can now be cancelled (doesn’t refund resources).

  • Tooltips can appear when hovering over specific UI elements.

  • Increased visibility at night.

  • Extras can now exist without an obstacle collider.

  • Inventories now have resource type constraint defined per slot instead of per inventory.

  • Storage type modules can now coexist on the same object.

  • New GUI selection display system

  • Changes to what is saved within a level save state.

  • Changed to stats of several units & buildings.

  • Optimizations:

  • Massive optimizations to Melee & Ranged modules (Up to 40% FPS gains are possible).

  • Smaller optimizations to internal systems (Up to additional 10% FPS gains).

  • Bugfixes:

  • Camera can now be moved using Arrow Keys instead of being restricted to WASD.

  • Factions can no longer be toggled wien the game is paused (keys [1],[2],[3]).

  • Game now checks if the defined Sub-Object and/or Module IDs are valid at Definition level instead of only at GameObject level.

I’ve been working on population-based unit formations recently. It required rewriting big chunks of code, but it’s finally nearing completion.
You’ll be able to move the two smallest sizes inside buildings (depending on the slot-size). E.g. the default towers can only have the smallest formation size unit on their top (for aesthetic & balance purposes).
Here’s screenshot with final models & textures:

And a few WIP from the last week:

A little demo of archers shooting down at enemies from the relative safety of towers.

Any feedback greatly appreciated!

And here’s another little showcase. This time it’s about unit formations being able to split into multiple smaller variants of themselves, and then recombine to create a bigger formation.

And here’s a showcase of the most important, and game changing feature to come in 0.0_10 Pre-Alpha.

The work schedule. Civilians can now get employed and will automatically carry on the work assigned to them by the workplace.
The work they do is dependant on where they are employed. There’s also no limit to employment. No cualifications needed or anything. Just assign the civilian and it starts working for you. It’s that simple.

Make sure to leave them enough space to move around!

PS: They also sleep at night.

After over a month of hard work, many road blocks, and design decisions, I’ve finally released the literally game-changing v0.0_10 “Formation” to the public.

The update brings a multitude of very much needed changes to the game. Such as population-based units (formations), workplace & employment system, new buildings, lights, new automatic resource delivery via Civilians, buttons for new actions, etc, etc.

Full changelog in the video description.
Grab a copy for yourself too! :smile: Siege Settlements v0.0_11 by Katniss
Official subreddit: Reddit - Dive into anything

Just made some final building models, textured and everything - they are replacing the previous “blockout” models starting in v0.0_11.

They are stylised to resemble small, mostly wooden/foam figures, similar to those used in tabletop gaming.
In fact, the whole game is stylised in a similar manner.

This is the style you should expect to see in the forseeable future.



Also, why on earth is this forum removing completely valid imgur images. They appear in post preview just fine, but not when I actually post it… It’s so stupid and annoying…

I want this game to thrive. How can i help you?