![]() We even started developing homes with those curved roofs and round doors, but eventually, we decided to go with something simpler to preserve map clarity and verticality. So one of our inspirations for that were Hobbits, from The Lord of the Rings. We want to create affection for these beavers, and establish them as the sort of folks who are happy to work in the field, eat well, and have a good night’s sleep. We were also looking at Polish villages with well-preserved thatching.įor us, that gold or yellow color melded with the lighter colors of wood, was one of the key visual themes we were going for. Our art director and 3D modeler were looking at various villages that can be found in Europe. For them, we had quite a few inspirations to draw from. But the beavers we’ve revealed so far are our farmhand beavers. How did you develop the general aesthetic of advanced beaver architecture? What were your major artistic or architectural influences?Īmielanczyk: We’re gonna have two factions in early access, and we can only talk about one, because we have yet to unveil the second one. RELATED: Interview: Developer Tako Boy Aims to Subvert Expectations with Card Battler/RPG Cross Blitz And as cities get larger, it takes beavers longer to navigate them. But that can cause certain issues when you have beavers at the top floor, as there are no lifts in the game currently. While testing, I was able to come up with a near infinite stack of flats, or, up to the build limit. And the goal of the verticality is to fit as many beavers into as tight a space as possible. We have a few things up our sleeves to show it off even more. Access to water will allow these areas to sustain life and be cultivated.Īnd we have more coming! I wish I could tell you more, but more verticality is coming to the Early Access release.īiegalski: Yeah. As you can see in the trailer, most of the ground is dried out. But players also must be careful about how they lay out their settlement, and make sure they leave enough room for irrigated areas. You can stack as many as sixteen-or perhaps more-stories on top of each other. Our maps aren’t infinite, so this allows players to squeeze as much of the settlement as possible into a tight space. You can also build multi-story levees and dams. So it is possible to not only place buildings on the ground, but on other buildings with flat roofs. People really enjoyed having verticality in the alpha, so we kept expanding on that. How does this affect gameplay most prominently?Īmielanczyk: What’s interesting is that the vertical architecture we have at the moment is not something we were planning for right from the start, but a byproduct of feedback. Many city building games suffer from uni-dimensionality, but Timberborn emphasizes vertical architecture. But expanding the science system is one area we are considering developing during Early Access.īiegalski: There are a few things we want to make bigger and better, and science is one of them. So we don’t have a specific tech-tree that would branch out in different directions. Right now, you cultivate science points which are later used to unlock new buildings. At the moment, the science is quite limited. ![]() ![]() We’ve shown beavers building printing presses.Īmielanczyk: Yeah. ![]() ![]() You can use metal to build slightly more advanced structures. In the demo, they are basically just for show, but more will come from them in the future. How deep is Timberborn’s tech tree? What are some of the structures outside of irrigation, agriculture, lumber development, and water control?īiegalski: So, we mentioned the ruins earlier. It is man, or, in this case beaver, versus the environment. Everything that can go wrong-flooding your village in an effort to conserve water, or running out of food during a drought-it all stems from water. The main loop is basically making sure the beavers are well fed, have enough water, and are able to populate… well, copulate and populate their dwelling.īiegalski: Water is the main source of conflict. But we also wanted that second drought to present a challenge. We wanted to keep the demo brief, so players don’t lose much progress, and you can still have fun if you fail. The first drought basically just gives players a taste, while the second one is meant to be more of a survival challenge. As to whether there will be other animals… I don’t think we can confirm that yet.įor those who have yet to try the demo, how would you describe the core mechanical loop?Īmielanczyk: For the demo? The goal is to try to survive the drought, two times.īiegalski: Yeah, the demo is pretty simple the goal is to survive two wet and two dry cycles. But we will have two factions of beavers coming to Timberborn in Early Access at some point in the future. In fact, Timberborn is actually sort of a beaver propaganda tool. Amielanczyk: At the moment, it’s beavers only. ![]()
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