Trying out a new food-system, let me know if you prefer this one or the old one. It removed the complexity of having a "current storage / max storage" of food, and buildings having different updating intervals.
Game mechanics
- New food system
- It now is similar to a "farms/house" works in common RTS games, e.g. one small farm now supports 8 units on the map.
- You start out with 16 food
- Small Farms now gives 8 food
- Large Farms now gives 48 food
- Market - Now sells the positive food income in set interval (atm. 1 minute)
- Units will need x-amount of to be produced (usually 1 food).
- If you have a zero or negative food income, nothing happens atm, (only that no new troops can be produced). Was thinking of adding a "starvation" to your allies, based on how much negative value you have, e.g. if you have 200 units, but -1 food, all (only a few?) allies will super-slowly lose health. Let me know what you think of that, and for now, I will wait with adding that. As I'm atm. focusing on the unit-upgrading building: Blacksmith
Balancing
- Market adjusting - Instead of 25 income each 45 sec, it produced 5 per 10 sec. - I preferred it produced low amounts and more frequent. Let me know what you think.
Other
- Removed the three added soundtracks, they were too modern & high tempo, so it didn't match the game style at all, not sure what I thought when I added those.
- Moved some build sites, as they could lock the player behind them, and the only way to escape was with Flash or enemies destroying the building.