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2 days ago

Still some bugs, but I'm working on checking which routes are connected to what buildings. Also I got rid of the gaps in the world gen.




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Automatically connected road stress test, pretty neat.

Procedural road stress test in my economic kingdom building prototype. It has a very complex road system that automatically connects, creates junctures, and can link structures together even through shared junctions not just direct paths.

First look at an early game building, the farm. As well as a new resource food. I even added a spinning windmill to it for fun.

Got bored and started prototyping some visuals. Goodbye blue void. I even used the candle from FinLab as a prop lol. Going for a cozy vibe, like playing a board game irl. But maybe I made it too uncanny.

Was fixing some bugs with the road system, ending up working on a small pathing thing, I found this pack of origami animals, put the horses on a stick and we have a trader. Really wanted to go for the board game feeling.

After spending far too long on the road system, this is the prototype I have. It's an economic resource management prototype about building up a kingdom. It's really rough right now.

Incredibly rough proof of concept for a racing minigame (Chao garden-like). I'm prototyping seasonal minigames which may net you unique rewards. Breeding also matters a lot here, higher breeding level = faster fish. Made in about 2 hours.

I love it when a feature I think will take 20 minutes takes several hours. But now you can preview connections and cancel builds. Also destinations are mostly fixed now.

Working on UI things. Ideally this is where you manage what goes to where. I also plan to add stats to it, and it'll show a progress bar for how long the shipment will take.

By winning races, you will earn a new currency called sea dollars. You can spend this currency to unlock a random novelty duck (no duplicates). These are new decor items that count to 100%