Alright, I promised to pin notes/updates here. As of right now! 1:21:41 Lighthouse (360° Window) (B-Roll 3) has become harder. The window doesn't quite fit in the most recent version so you now need to use the less stable 1:16:09 Bigger Bay Window tech to achieve the same look. However what I said about the bay windows still applies. I have it on good authority that they will be legalized eventually. It's on the list anyway. A couple of notes: 1:45:45 Arcading/Blind Arcades - you can in fact also do this without turning the building into a wall first. I don't really know why my first impulse when developing the technique was to cut it. Some primal aversion to having a rooftop cut through the building maybe... Visually the only difference is that using arcades made from a building will leave a row of merlons around your house. Whereas using walls leaves the uneven top layer of bricks. Mechanically using a building is easier because you can adjust it, whereas the walls you can only delete and redo. 1:37:50 Shorter Wall Segments - it should be noted that I'm working around a bug in that segment that is no longer present in the game. At the time of recording I was unaware that being unable to "unsnap" my cursor from the segments I've already placed was a bug. So the entire "Place and Erase" cycle I did to get the segments shorter is redundant now.
32:59 yes you can but only in old steep villages/towns/cities 41:52 Jettying 😉 42:39 then you wouldn't have them to defend your castle. Castle sieges took months or even years to plan never mind to execute, if they were fortified properly then the siege failed because a lot of the time the castle was to well fortified. but alas it is seen in castles across Europe and the British Isles. 46:43 you what!?😅 1:20:34 if you change the roof from crow stepped gable to hipped then add a pediment annnd possibly make the window above the door grander... textbook example of Georgian Architecture.
Wow. This is probably the most detailed, filled with newly invented techniques, and somehow still comprehensive video on creative building tips that I've ever seen on a game like this so close to release. Great work, thank you!
I love it because this is like an upscaled townscaper When i feel like designing a house, i can play tiny glade If i feel like building a city, i can just fall back to townscaper Inevitably though, if in the future the game is optimized and expanded enough to allow you to build a cozy village with understandable room for a plaza, main roads and some houses, it will undeniably be my go-to chill building game. Im so hyped!
Another tip for straight or perfectly circular wall: Place a building where you want to have a wall and then use the eraser to delete the parts you do not want. The building turns into a ruin wich behaves like walls.
1:01:10 this is the best and most realistic looking castle I've seen in this game so far, makes me wish for a game thats like this + TABS where you build up your castles and forts place defending units in them and fight off waves of sieges. For this game I cannot wait for fences I can foresee soo many build options that open up with them like supports, overhangs, scaffolding, palisades, hoards, walkways, drawbridges, etc
That straight wall trick with the camera drag is so helpful. I was putting up buildings and dragging the walls parallel to them and the deleting the buildings to get it.
Appreciate both your comments a ton! I use the "building method" as well from time to time - notably I used it for arcading (though I have now realized, I don't need to delete part of them for that) as well as flying buttresses but it has some quirks that leave me quite discheesed. So the further I get along, the more I move towards doing it by hand but with the camera for added stability.
@@freakout3516 What I am really hoping for is the ability to clone buildings so there is no need for readjustment when you need more than one building of the same size.
A lot of it comes down to being surrounded by a ton of creative people among the playtesters. They've been a bottomless well of inspiration - whether through the things they've built, the ideas they had or the things they've voiced wanting to build but (think that they) lack the tools. I don't think the video would be half as long if the community hadn't been there to constantly share and bounce around ideas! Edit: Chances are also high that there's a few things in there that somebody else did first and I simply don't remember anymore! Things like the oven/chimney tech go back to the first playtest last July. Honestly couldn't tell you anymore if I did that first or saw somebody do it and ran with it. Admittedly I didn't go back to check the logs!
In the demo's steam banner there's a bridge between two towers, and the bridge appears to have wood supports including a pillar. Can this be reproduced in the demo? It doesn't look like it's just made out of lantern poles
Sharp eye! Yeah, unfortunately not - that's an earlier state of the game. Much earlier actually. Fences and stone walls used to be the same tool. When you drew path under a stone wall, you'd get arches. Then if you brought the wall lower to the ground, it would turn into fence. What you see in the banner of "Wooden beams with bricks on top" is a stage that you sort of got inbetween. With fences and walls now separated and fences locked in the demo, you can't recreate that currently.
In the current Demo on Steam i have a very limited Area to build and arrange some buildings ... 😢 I think, it is now for upvote and im asking why the area is too small 🤔 I am looking for the full Version 😊 A GAME WITH FREEDOM WITHOUT BATTLE, WAR OR HEADSHOTS ... BECAUSE YOU HEAD FOR FANTASY ... 😅
42:15 inadvertently touches on something that annoys me about this game--the crenelations on flat-roofed pieces are much too small to work as fortifications. The merlons don't even come up to your knee, and there's no actual crenels between them to crouch behind. They're basically just decorative. If you want battlements with actual defensive value, you'll have to build them yourself with freehand walls.
Very true. Highly accurate. The crenelations in the game have more in common with the decorative battlements on British manors than actual defensive structures. I got a whole laundry list regarding proper implementations of defensive architecture going back to the first playtest. Still sorely missing as well: Any type of arrow slit. Still holding out hope though!
I think our chances are good. At least that's becoming an increasingly common piece of feedback - I'd be surprised if they ignored all of us. I hadn't had *too* much trouble with it so far but recently I tried to retrofit some of my builds with terrain and realized that everything shifts unevenly because of how they're layed and some pieces are floating, etc. It would really help just being able to group them, lift them up, do my terrain and bring it all back down at once lol
this program is so similar to a program I made in 2018 that I lost to ransomware. The main difference was that in my game you could destroy the walls and buildings
i think they absolutely need to implement a proper system to create stares, i mean, come on, who doesn't need to make stares in Tiny Glade? we can't create house over house over house and layer them all in order to get every single step...