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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