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173
4 years ago

Everything about the game is said below


I'll be making a public demo of this game, I have an idea of where I want to direct it but it's very complicated and will take a lot of work. On top of that I'm in year 11 which means probably less time to work on the game

Also be aware that I state ideas that seem farfetched but feel free to criticize

What's new:

Entity Visualizations - You can now see your miners! very cool. And cool shadows, very cool

Saving - Easier to implement than I thought, when I package this project and set "InvData" as a cookie variable all of your blocks will save, not entities though, that will come soon

What's planned:

Entity Saving - Self-explanatory

Entity equipping and vis - Equipping is only possible through lists, but a bunch of interactable UI should do the trick

How you supposed to get entities - I'll likely make some sort of rng system where if you buy something you get random entity and stuff

What's planned beyond demo:

I have more ideas than I can count, so here are the ones I really want to add:

More Areas - Self-explanatory, different areas have different ores and so on

Bases - My game is inspired by roblox mining games (Azure Mines, Massacre Miners) and it only makes sense to make a gameplay loop that resembles something like those games. Bases will be a tycoon-like part of the game, you'll have all your stations and automation there. You make money by purifying ores and selling them in a fluctuating economy, the purification process is predictable if you know roblox tycoons well enough:

  • Drop the ore on a conveyor

  • Run the ore through "upgraders" (Although I will make upgraders way more strategic rather than just "Place to make more money")

  • The ore is smelted in a furnace for some amount of time

Crafting - You won't need purified ores for crafting, purified ores are only for selling purposes. You can craft tools and give them to your entities, you can craft other stuff as well, simple. The crafting station can be placed in your base

Research Station - The source of all upgrades, for each upgrade there's an ore and currency requirement. Some upgrades are scalable, some are not. The station itself can be upgraded to give you access to more ores. The research station can be placed in your base

Unique Achievement System - Been thinking of a cool idea. The milestone that needs to be reached for the achievement unlocks the crafting recipe for the achievement, once crafted you will receive the trophy on gamejolt and fully unlock the achievement in-game

That's pretty much it



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This dude is very underrated, 2 digit views but insane sound design and use of the scratch audio system

Great attention to detail too, on the second car the drivetrain makes a high sound based on the speed not rpm

https://scratch.mit.edu/users/PugTutor/

SGI-STRIKE REMASTERED - WEAPON DEMO

Cont.

First Shockwave 2 project ever has been remade.

My projects Crate Engine and Marble Mania have been dropped so as a result I'm making them open source

The engine is way more bare and approachable while the unfinished game has more editor features

Have fun!

A slight change in lighting calculation allows it to be more realistic and allows for visuals such as this

Death animations and blue torch.

Low pass