A voxel-based city building game with a heavy emphasis on combat, fortifications, and siege warfare.
Timber and Stone is a project I started 5 months ago. I wanted to play a city building game with the feel of an RTS game, but with more depth. More resources, more control, more complexity. In a fantasy/medieval setting.
I wanted to see trebuchets that destroy castle walls, trees, and earth. Fire used as a weapon against wooden structures. A game where I not only get to build an army, but have to feed that army. By farming, fishing, hunting and foraging. Felling trees to build my siege engines, mining stone to fortify my castle's walls, and having my blacksmiths forge each piece of armor and weaponry to defend my townspeople.
Such a game didn't exist in the form I wanted to play. So I decided to create it.
Inspiration comes from games like Caesar, Zeus, Age of Empires, Dwarf Fortress and Minecraft.
The graphics are built with procedural cube meshes sometimes called voxels, making the game world cheap & quick to render. And gives Timber and Stone a look that reminds me of the old pixelated computer and console games that I grew up playing.
Timber and Stone is essentially a sandbox game, where the player is allowed to create any style of settlement, village, or kingdom he wishes. You start the game in a procedurally generated terrain with a random group of workers and few random resources. To survive, you'll have to collect food and building materials. The more wealth you amass, the more likely you'll be besieged by marauding goblin hordes, or necromancers controlling undead armies. Alter the land with large quarries or deforestation and you'll risk awakening the spiders and wurms that live deep underground. Or perhaps that's your intent? To collect their scales and silk to make more powerful weapons and armor. It's up to you. Much of the game's goal is to survive. If you can keep your units happy, alive and working, your kingdom will thrive.
From the beginning I wanted siege and castle defense to be a large part of the game. Produce food, gather resources, build farms and villages, but remember that it all must be protected. Siege towers, ladders, catapults, trebuchets, ballistas, drawbridges, and moats will all available to the player (and enemies). The benefit of a voxel based world is that all of this will damage the terrain, trebuchets fire will carve holes into the earth, catapults will be loaded with boulders, flaming tree stumps, or dead bodies, fire arrows will scorch farms and burn wooden buildings to the ground, your enemies will mine beneath your fortifications to get into the city.
I wanted to recreate the fun we had while building these things out of Legos as a kid.
Timber and Stone is played with a 3/4 aerial view, with a fully rotatable & zoom-able camera, so you can view your settlement and the game world at nearly any angle. Every bit of terrain/rock/foliage can be destroyed, moved or built upon. Select "Build" from the Design Menu, choose a building material, and you'll be given a select box, click and drag, and you'll make a selection for the construction area. If you have the necessary resources and tools, your builders will start working. This makes constructing housing and castle walls quick and intuitive. Designing Mining zones and Farms works the same way. To have your wood choppers gather wood from trees is as simple as right clicking a tree and selecting "Chop", or you can go into your Wood Chopper unit's preferences and tell him to simply continuously chop down trees that are nearest to him. Every unit type has a set of preferences independent to the unit, this allows you the control of having your Foragers hunt boar but not chicken, or to show a visual display of the range of an Archer's bow.
Builder - Constructs walls, towers, housing etc. Nearly everything that is built onto the terrain is put there by a builder.
Miner - Digs and mines into the ground for stone and metal ore.
Farmer - Plants and tends to crops in order to provide food.
Wood Chopper - Gathers wood as resource by felling trees.
Blacksmith - Works with forge and anvil to create weapons and armor.
Forager - Gathers berries and hunts boar, chicken, and deer.
Stone Mason - Works with raw stone to create brick, cobblestone, and plaster.
Carpenter - Works with wood to create furniture, tools, and building structures.
Infantry - Combat unit that can wear all types of armor, and use all types of melee weaponry.
Archer - Ranged Combat unit skilled with bows & arrows.
Engineer - Creates siege weapons, defensive structures, and other military designs.
Several more professions are planned, including: Leather-workers, Cavalry, Ranchers, Cooks, and Traders.
You can change an unit's profession at any time.
As a unit works, his level in that profession will increase. Higher levels will allow the unit to work more quickly, or create more difficult crafts. This makes losing a unit with high levels that much more devastating.
The game is something I've become very passionate about, and currently takes up most of my free time. I'm very excited about how far it's come in the last couple months. And simply put, I would love to work on the game Full Time, and let people play it as soon as possible.
What your funding will be going towards:
Currently, the game is in alpha. Every screenshot here has been taken from the game in it's current state. The engine is 85% complete and playable, with over 90 gather-able & craft-able resources, including armor, weapons, tools, and building materials. There is a ton you can do with the game as-is, but there's so much more I want to add before release. More units, enemy types, monsters, weapons, music, & GUI elements. Website & Forums. This funding will make this possible and grant me the tools to implement everything I have planned quickly. This is the type of game I've always wanted to play and sink far too many hours into.
It's a project I'm very excited and passionate about. And one that I'll continue to work on and add to years after it's completion. With the current rate of progress, I estimate a beta testable version for PC in the next month. And the first full release by the end of 2012.
Thank you for checking out my project.
Risks and challenges Learn about accountability on Kickstarter
I feel much of the groundwork is done, and most of the time I need will be spent ironing out bugs, improving the GUI, and looking for sound and especially music that will suit the game. I'm not a composer by any means, so I imagine I'll have to find one that can produce music that not only sounds good, but fits with the theme of the game.
My focus until the full version is released will be sandbox singleplayer, with the goal to provide a city building game rivaling roguelikes in terms of difficulty and randomization. Having said that, I have put a little thought into competive multiplayer modes. At the least being able to visit and wage war against your friend's kingdoms.
But this will be far down the road, and single player will always remain the priority.
Yes, Mac versions will be released shortly after Windows releases.
I am. 3-4 hours a day, everyday. The hope, as with every indie developer on kickstarter, is to turn this into 16 hours a day.
As much as I would love to get advertising by letting YouTubers play the game as-is, it's just not possible in it's current state.
There is still A LOT to do and fix, and it's far too easy to break the game right now.
I'm not ignoring these e-mails, and I have listened to all the work I been given so far. But I'm not planning to respond until after the Kickstarter has ended.
I'll be discouraged sure, but I love playing Timber and Stone too much to quit working on it. Of course this will also mean that work will continue at the same pace, and I wouldn't expect any beta releases this year, nor I'd estimate until mid-late next year. But let's try to not let that happen.
It sounds as if you have plans to keep updating the game after version 1.0, could you describe some features you'd like to add?
-Every possible siege weapon that even DaVinci could ever concieve, and several different designs/styles of each.
-Battle at sea, including warships, galleys, triremes and the like.
-Biomes with new tree types, deserts, swamps, plains, and snowy mountains. Each having varying difficulties in aquiring resources and other challenges.
-A variety of playable races, meaning you can choose at startup if you'd like to create a Goblin Camp, a Viking Village, an Undead Swap Fortress, or the current Human Kingdom.
-It'll also take me a while to run out of plans to add new building materials, craftables, and enemy types.
pledged of $50,000 goal
seconds to go
Sep 26, 2012 - Oct 26, 2012 (30 days)
Pledge $15 or more
Digital download to the full version of Timber and Stone upon the game's completion. And free updates after the game is complete.Estimated delivery: Jan 2013
Pledge $30 or more
Digital download to the first PC BETA version and full version of Timber and Stone. Free updates after the game is complete.Estimated delivery: Nov 2012
Pledge $50 or more
Access to the PC BETA version of Timber and Stone in November which will also grant access to a "Tester Only" section on the Website's forum where you can help me test the game and make suggestions. And free updates up to and after the game is complete.Estimated delivery: Nov 2012
Pledge $70 or more
Access to the BETA version of Timber and Stone, same as above. A special thank you in the game's credits (available via main menu) and on the Website. And free updates up to and after the game is complete.Estimated delivery: Dec 2012
Pledge $90 or more
All above rewards, including BETA access and special 'Thank You's. Also, your name (or a name of your choosing) will be added to the pool of random names given to new units & migrants.Estimated delivery: Dec 2012
Pledge $2,000 or more
0 backers Limited (4 of 4 left)
All above rewards and I'll work with you to design one creature or monster to be used as an enemy in the game. You describe the look, attacks, armor/weapons, etc.. And we'll work together to get it into the game. Meeting will be over E-Mail/Skype/IM, your choice.Estimated delivery: Dec 2012