
Next up
Been having a lot of fun tinkering with this, added some sound and visual flair. It's also really satisfying to me seeing the board clear, maybe that's just me.
Spent a lot of time fixing bugs today. Turns out the trading bug from before was not fixed, but now it works. But this is (technically) a trail and trade spin off so I added this arcade-y -+ resource text on buildings. Pretty cool.
After spending hours debugging a CPU player, I gave up and added a timer instead. Also made this sprite of my OC who may or may not be the protagonist. She even reacts to combos. I still have ideas of how I can expand the timer + more ideas for the game.
I have built some new stuff. Tiles now have yields (civ style), tech tree got a visual pass, and now you can see a heads up on what's being sent/taken/produced.
3 sprite sheet (in a gif format) for my OC Kitsuneko Aiko. Mostly just art practice but maybe for my puzzle game (I'm not really an artist).
Through sheer determination I got it up and running. It ain't much but it was very cool! Wouldn't mind making a game jam length game in VR.
Simple arcade-y puzzle block game prototype. It's actually pretty fun and was fairly low effort. Puzzle game coming soon maybe?
Working on some game juice and the new "special" block
Playing with post processing & a procedural per building tech tree system. This can be built at runtime for every building and can add/remove techs and shuffle them around. It requires adaptivity because entire sub trees can be missing in a game.
Working on the procedural techs, you might end up with smaller tech trees or these giant tech trees, or somewhere in between.











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