[WIP] Manor Lord (Village Simulation game)

Hi everyone!

I figured I would update the OP this time. So my project is still going strong even though I can barely work on it one day a week. Recently I rewrote the entire AI. I went from a 2000 lines switch statement in update to a simple finite state machine using interfaces. The whole thing is less than 400 lines and works amazingly.

It’s basically modular blocks that I can push in a queue, it’s faster and much easier to add new tasks. I also stumbled on a grass shader [Shader] Moving Trees Grass in Wind Outside of Terrain - Community Showcases - Unity Discussions that I modified to fade based on distance. At first I was using the Terrain grass system, it looked horrible and took about 30 FPS. I wrote my own grass system using the shader above. It generates 100 patches of 60 000 vertex each in about 6 seconds. The whole thing sways in the wind and doesn’t cost any performance (apart from the massive amount of vertex but I’m still running at 100FPS in editor). The shader fades the grass in a linear fashion I’ll need to find something so it fades only when it gets to the edge of the last visible patch.

Now the grass and the crops in the fields all sway in the wind it adds a lot of character to the scene. Below screenshots are taken directly from the editor, in the build there are rocks scattered around the terrain and flowing rivers.

I reworked the hunger and food system so now people require a lot more food. Also now people will no longer die from starvation, they’ll get a massive satisfaction penalty and will start looking for food themselves therefore impacting goods productions in your village.

I also have a working version of a dynamic quests and event system that parses text files to build possible events. It’s super easy to write your own events with triggers and actions. I will feature this system on the next update.

Here are some screenshots of the game in its current state. All UI panels are still WIP and will most likely change.

Here’s the new grass system from ground level (I now realize my pine trees look silly from this angle)

The blacksmith repairing some tools

The Character Sheet - When you click on a villager you’ll see this screen, it contains the attributes (Diplomacy, Constitution, Craftsmanship, Stewardship and Ruse), the traits, and also the current satisfaction. More information will be added to this screen. Here you can see the current statisfaction and factors:

The traits - These are the different physical and personality traits of the character, these are the purple and black squares as I haven’t yet made icons.

The Attributes - Here we’re looking at the Stewardship attribute and what traits modify it

The Budget - This shows you the various income and expanses of your Fief. This screen will change as I find it too basic for now

Overhead view -

9 Likes

Screenshots or a video would be great. Personally I don’ t navigate to external websites until I’ve seen some kind of media for a game.

Thanks for the heads up, added a quick imgur album!

For some reason I’m reminded of The Guild. That’s not a bad thing though. I loved those games… I might even go reinstall one now.

Anyway, good luck! Keep updating as you go.

Yeah, looks good so far… Good luck!

Looks a bit like Banished! And that’s a good thing :smile:

Looks amazing…I’ll have to try playing it. Did you use paid assets?

Super neat but please make the ground texture higher.

Thank you very much for the feedback!! I live with my girlfriend, work full time and go to school part time so time isn’t really something I have these days. Developpement has been really slow , my current build has a tailor and a basic clothes mechanics, a part from that the web player is pretty up to date.

I made all my assets in Blender except for the maple trees which were made using the Unity Tree Creator. They are the main culprit for poor performance. In game if you press “H” you’ll get a basic help menu with a checkbox to toggle shadows off/on, you can disable them to shave off about 1500 draw calls!

I’m learning blender (no tutorials) while learning Unity that’s why my art direction doesn’t really seem to make sense for now. Either I’ll get better with time or when the mechanics are all in place I’ll pay someone to make assets for me!

Thank you so much for the feedback!! I agree that the ground texture has been bugging me a lot, I don’t know if it’s because of mipmaps but the one there is the best one I found so far. I swear my ground texture folder contains around 100 grass textures and they all look like shit, I decided to hold that part for last.

Any suggestion would be more than welcome!

That’s cool. I too am trying to teach myself Blender and can’t wait to start some 3d projects (I’ve mostly been doing 2d sidecrollers).

Look very promising !

The world needs more citybuilders with a vibe like this.
Personally i find that the citybuilders released by those big companies suck really bad.

I wish you goodluck with your project !

Look very good!
But it remind me the game Banished

well… keep going.

Looks awesome and loads of people have already said this but… It looks like the game Banished :smile: The building system looks awesome!

I like these kinds of sim games :smile:. The job, government and resources tab can’t be changed when the game is pause though. This game would be awesome on mobile.

Hey there thanks for the tip, I had those components use their own deltatime now so you can toggle them even when the game is paused. Same goes for the citizen info tab. I agree it would be nice on mobile but right now you’re looking at 2500 draw calls when the game starts, it’s the trees (mainly their shadow) that’s causing this I need to find a more gentle shader…

Check out Andrew price, he does really good blender tutorials! He has taught me loads! His website is blender guru and they have a facebook page.
Josh :slight_smile:

I’ve been taking some time recently to rework all my artwork. When I first started I didn’t take scale into consideration and pretty much just played in blender until I got the shape I wanted. What that gave was buildings that didn’t fit with each other, some houses would be twice as large as others with the same stats.

In a grid based game this is not ideal, plus the actual artwork was not to my liking so I started redoing everything. I also started implementing jobs and wages, here are a couple of screenshots:

Building the Forge and peasants hovels.

When starting off you should have enough tools to build hovels for all the famillies on your lands, but you’ll quickly need the service of a blacksmith, the smith will produce new tools and repair existing ones. Tools encompasses building materials as well as actual tools to work.

Designing field areas:

Farming is the only work that any villager can do without any training. This usually represented 90% of the peasant work force in the middle ages, it won’t be the case here but will still play a significant role.

Some workers being trained:

This is how you get people to take on new jobs in your settlement. You first must build the structure that unlocks the job, for example you build a Forge you get to train one blacksmith. You must pay a fee to train the person and wait a certain amount of time before they’re able to take on the new work.

The expanses tab:

Most jobs on your lands will require you to pay the worker a seasonal salary which can be seen here. Each job can have its salary set by you. Most of your subjects are Serfs and in so owe you work so you don’t necessarily have to pay them. Specialty jobs like Blacksmith or Physician will require you to provide a salary to the worker.

The Forge and Hovels are finished:

These small one room houses are very simple, offer a small inventory to their owners and provide you with no taxes at all. A hovel will houses members of one familly, when you allow travellers to stay on your lands for winter they will provide extra work force and maybe purchase some items from the populace.

The Woodcutter and Forester together:

The most important resource after your workers is without doubt the wood. Wood is used to build structures, and provide heat during winter.

The village so far:

The fields are ready for harvest:

Right before winter the fields will be harvested by the farmers. You don’t pay the farmers a seasonal wages, they’re expected to work the fields of your lands for you and provide you with a part of their harvest.

Obligatory winter shot:

By the way what’s the proper way to post updates here, should I edit the OP or should I just post updates here instead?

Thank you for your time.

1 Like

Nice game, this is my fav genre.

This reminds me so much of Banished. It looks really good.