
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.
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.
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.
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.
Working on a happiness system. It governs trader speed. It's affected by hunger and building density. Building lots of buildings in close proximity can completely slow a trade line. Also trying out color coding like a grand strategy (green == resource)
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.
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.
Working on some game juice and the new "special" block
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).
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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