Bastide cover
Bastide screenshot
Genre: Simulator, Strategy, Indie

Bastide

Weekly update #34

This weeks update:

Hovering over icons now display their name, this has been added to almost every hud.

Villagers who are not soldiers now fight with spears.

Fixed an issue where villagers would not fight back against enemies.

Improved fighting movement and responsiveness.



Fixed an issue with autosaving.

Trees will no longer be planted on paths or sand.

Pasture fences have a new look.



Fixed some pasture navigation issues.

Enemy attack animations have now been fixed.

Pasture no water icon will no longer block no worker icon.

Fixed issues where dead enemies would provide a death by cold notification.

Small font changes on death notification.

Have been too busy with trying to fix a few of these issues to add in orchard and enemy village progression this week.


Next week:

Finish off orchard.

Finish movement cancelation improvements.

Finish enemy village jobs and construction.

Fix movement ending early over large distances.

Create part by part construction for all buildings.

Weekly update #33

This weeks update:

Hide has been added replacing leather in pastures and hunting huts.



Tannery has been added and can turn hide into leather.



Once done the colour will individually change.



Tailor now uses leather and wool to create warm clothing and still uses cloth and cotton for basic clothing.

Dock has been added provides a way to constantly buy and sell items, currently the numbers are in need of some adjustments along with some hud changes.

The main cause of the large lag spikes has been fixed, as saplings grew every second navigation was being called to update in the surrounding area at the same time, so with a few foresters large areas were calling to update navigation every second.

Fixed forester not replanting trees on procedural maps.

Fixed paths navigation not loading to its saved size.

Foresters tree search has been changed to greatly reduce its performance use, was a contribution to lag spikes.

Peoples perception system was a small contribution to spikes that has been reduced.

Fixed farms not deleting cotton plants on deletion.

Fixes rare warehouse hud issue.

Next week:

Spears and orchard had to be pushed back due to the docks taking longer than expected.

Improve movement cancelations.

Hover over icons for names on every hud.

Better enemy village building and fighting.

Weekly update #32

This weeks update:

New movement system has been added to people and enemies.

For people rendered in game thread was 0.19 per person and 0.054 draw thread, now game thread is 0.042 and draw thread is 0.032. Game is 4.5x better and draw is 1.65x better.

When not rendered game has gone from 0.014 -> 0.012 and draw has gone from 0.008 -> 0.004.

All task movement has been changed and could cause some issues, I have fixed most of the ones that I have found so far.

With the new movement system people can no longer fall through procedural maps.

Multithreading has not been done yet as for most people the GPU will now be the bottleneck, instead an instancing system is being set up for buildings.

Peoples mesh poly count has been reduced.

Dock has been created and added but needs a few changes and will be unlocked tomorrow.



Added in piece by piece construction, over time all construction will be like this.

Fixed issue where animals off screen would sometimes jump around their target location and not reach it.

Changed trading hud positions and sizing to fit better to more resolutions.

Fixed system that stops animals from walking into the ocean.

Fixed trading hud changing numbers by 4 rather than 5 on some buttons.

Tree multi selection no longer selects baby trees.

Fixed visuals of chicken, deer and goat deaths.

Fixed snow tiling being so small.

Adjusted ocean wave size and ocean height.

Adjusted well refill speed.

Fixed firewood recruitment issue.

Stopped pig death noise from repeating.

Adjusted path navigation weight.


Next week:

Attempt to fix some of the lag spikes.

Fix invisible pumpkins.

Fix people randomly hitting the air like they are chopping trees.

Building instancing system.

Spears.

Orchard.

Tanner.

Weekly update #31

This weeks update:

Created a c++ movement system to replace unreal engines character movement system.

Currently this new system has only replaced animal movement but will soon replace people, enemy and merchant movement.

Averaged from 500 animals when rendered in the old system took 0.038ms and 0.026ms for game and draw, the new system takes 0.026ms and 0.012ms for game and draw. Game thread is 1.5x better and draw is 2.15x better.

Out of sight not rendered in averaged from 500 animals the old system took 0.012 on game, the new system was 0.0046 making it 2.6x better at range.

Currently multithreading is not enabled, will try to add it next week which should improve performance further.



(1000 animals shown here)

Improved pasture movement for animals.

Slightly more animals spawn on maps.

Fixed double notifications from happening on procedural maps.

Changed pig textures to 512 resolution, did not realise it was set to 4k.

There is currently an issue with procedural maps where people, animals and enemies can fall through the seems of the map lod's, this will be fixed when the new movement system is added as there is no gravity or physics used.

Docks was not completed this week as the new movement system took too much time up.

Next week:

Movement system will replace all ue4 movement, will provide large performance boosts.

Multithreading for improved movement performance.

Fix people falling through the ground on procedural maps.

Docks.

Set people to only use spears if they are not soldiers.

Weekly update #30

This weeks update:

Paths have been added providing 15% increased move speed, people will seek to walk on paths if they are close.



Path points are remembered and saved allowing paths to connect up easily.

There have been a few procedural improvements so new maps should be more smooth and more playable.

Fisherman has been added back in and now needs their work location to be set, this can be done via the fisherman hud.

Farm collision now blocks invalid locations.

Farm visual is now 1 decal rather than 1 decal for every plot (Potentially 100 for a large farm), this will provide a small performance increase.

Changed farm visual.

New wall system allowing for multiple walls to be placed at a time rather than 1 by 1, just click an initial spot and drag out.



Fixed herbs, cloth, mushrooms and bushes from spawning in the ocean.

Fixed snow build not working.

Stopped goat from rotating while paused.

Added a few safety features to save and load.

Rains less often, wells slowly fill up when it isn't raining and fill up quicker when it is raining.

Trader now has +5 and -5 buttons to make trading a little nicer.

Fixed some collision issues on procedural maps, main improvement is mine can now be placed.

Improved stockpile visual removing its transparency.

Small plot destruction issue fixed.

Changed mine description.

Trees and rocks spawn faster on procedural maps.

Changed warehouse collision area.

Changed animal and enemy movement type.

Next weeks:

Animal movement system should get finished, pretty sure it can be done soon.

Will be looking to put in a harbour or dock not sure on the size or what type of boats there will be, trader will then arrive by ship and possibly new villagers.

Path destruction.

Weekly update #29

This weeks update:

Experimental procedural generation has been added, currently there are no enemies and of course being experimental means there are more issues and bugs.



You can select map seed, hill size and mountain sizes.

Added procedural tree, rock and location start for procedural maps.

Maps will take a few mins to load possibly 5 mins for some computers, there is a very rare issue where no flat land to start in is found causing the game to not start.

In the next few weeks procedural maps should get paths, foliage and farm visual changes.

Standard maps have been replaced by small, medium and large island maps.



Islands allow for future harbours, trade ships, raids, fisherman boats and possibly more

Improved tree and rock highlighting, no longer being blocked by invisible collisions.

Fisherman has been disabled until a new system has been made for them, should be back within the next week.

Updated engine version.

There is now slope detection for most buildings so they cant be placed on steep hills.

Animals will not walk into the ocean, people may walk into the ocean this should be fixed soon.

Animals no longer turn while paused.

New mine placement system, there are no longer fixed placements most mountains or hills will allow placement.

Sand has been added although needs some improvements.

People and animals should walk through buildings less often.

Save and load improvements.

Changed navigation collision of wood house, slightly wider.

Animal blueprint improvements.

Removed potential infinite loop from deer's.

Fixed goat not checking for death.

Deleted a lot of unused animations.

Fixed issue with campfire placement.

Load screen now instantly displays and translates, before it was a little slow.

Fixed notification issue where no clothing notification was duplicated in the background and broke the reference.

All of last weeks changes are now in as well.

Next week:

Will finish new version of fisherman.

Add paths.

Change farm visual.

Procedural improvements.

Improve wall placement.

Weekly update #28

This weeks update:

Added text on load screen to say that saves are being discarded on the 1st of October

Content completed to be added in next week:

Created 3 new set maps based on the new island format, islands have been chosen to reduce map costs and allow for harbour and boats.



Islands will not have rivers meaning no need for bridges, this will remove a few issues.

Set maps will perform better than procedural maps.

Added new tab to select set maps or experimental procedural generation.

Fixed animal spawning system.

New step by step load system.

Safer start ups to blueprints.

Ocean has been added.

Improved tree collision which will fix foresters ignoring trees.

Cheaper materials for trees far away.

Improved tree highlights.

Fixed small issue with multi rock select.

Improved tree highlight removal.

Next week:

Saves will reset

Save and load will be redone

Remove stutter when getting save names.

Beaches.

Finish procedural save and load.

Procedural map preview.

Mine and fisherman rework.

Weekly update #27

This weeks update:

Last weeks editor update caused an issue with loading some maps, after trying lots of fixes the only option was to jump back to the old version. Due to procedural generation being created on the newest version an experimental option cannot be added, once the procedural generation system has been well tested the editor will be updated and all maps will have to be replaced by the new system, this will invalidate all saves. I hope to have procedural generation fully finished within the next 2 weeks.

5 new male outfits have been added.

5 new female outfits have been added.



Clothing selection system improved for better randomising.

Tree and rock hud's button no longer block keyboard inputs.

Next week:

Testing loading and saving for procedural generation.

Testing multiple sliders to change map generation

New system for fisherman.

new placement and construction of mines.

Weekly update #26

This weeks update:

Procedural generation has been worked on and unnatural islands can be made and altered, this has not yet been added in as there a few issues to sort out and improve on the generation.

Changed small load maps material to the correct one.

Fixed foresters planting in the river.

Improved french translation.

Fixed mine hud's copper name.

Fixed night time standing around stall.

Updated engine version giving improvements to performance and development speed.

Simplified landscape material to 1 layer rather than 4 and removed unused parts.

Next week:

Procedural generation should be added as an experimental option.

More work on movement system.

Had issues when loading new outfits failing to keep correct pose, will try to fix this.

If procedural generation is done quickly the new material may be put in or this may have to be forced in due to an issue that is yet to be fixed.

Weekly update #25

This weeks update:

Added a new song.

Added building sounds.

Changed notification system for when you are low on tools and clothing.

Added cotton plants to fields, cotton can be used to make clothing.



Improved moving items from warehouses.

Fixed twig huts not allowing families.

Fixed low storage for warehouses and stockpiles notification.

Fixed forester axe not disapearing when picking up logs.

Fixed gatherers running to pick up the same resource.

Fixed warehouse moving items text.

Fixed teacher not stopping to fight or die.

Fixed slight issue with tailor.

Fixed possible infinite loop.

Fixed pan reset issue where alt tabbing could cause the camera angle to get stuck the next time middle mouse was clicked, reset camera angle is now ctrl + middle mouse button, this is to avoid the issue as alt was getting stuck.

Changed pan resets angle to be the same as the starting angle.

Was unable to add a new landscape material as it seems like it wont work correctly till procedural generation is added.

Next week:

Will look into procedural generation unsure when this will be added in, will most likely be added as an experimental option on main menu.

More performance movement work.

Update engine version should give a bunch of benefits.

Add more outfits for people.

Will fix issue where people stand around at night.