Next up
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.
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.
Huge progress 🎯! The target minigame touch up is nearly complete. I basically coded the entire thing from scratch. It's really fun now! This is how I wanted it in the game jam but time made it difficult.
Roads can now overlap, however buildings cannot be placed on roads, there's a cap for connections, and proximity also matters now, not just for distance. Your traders will try to trade with the closest building, some resources may need multi step trades!
New menu, this one isn't claustrophobic and is organized kinda (top: main modes middle: minigames bottom: extras) some of which you can only unlock during gameplay. Also added videos for the two modes! Release hopefully soon!
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.
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.
Target is getting a minor addition, multipliers! They multiply your score. And yes it is cumulative (all by x2), so a multiplier 4 * this powerup would be 8, thus leading to an x8 score (if you can land safely).
In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?










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