Hello space balancing people out there!
Today I want to share some news about Small Worlds with you.
We’ve been silently progressing on Small Worlds.
Since its creation earlier this year we added and changed a lot of stuff around in an attempt to make the game worth your time.
The first thing that went in is a bit of a behind the scenes change.
Instead of creating scene files for every level (which would the cumbersome in itself) we decided we want a more moddable approach.
So instead, we’re now loading levels and campaigns from a set of json files which can be edited, if you want, and even new ones can be added.
We ship no external editor as such though but perhaps it will come.
Some day. At some point.
But on we go.
The other behind the scenes change was a major refactoring in how the resource processing works. You can now predict how resources will be distributed to planets. So no more lucky-linking.
Next on the list was the UI.
Here. A gentle reminder of the … gory glory of it 7 months ago.
Now, we’re not done with the final version of the in game UI but we made some steps forward. What is it looking like today:
I said we now have campaigns and more levels.
And while we were at the task of creating the UI for it, we went and revamped the menus along the way.
Main Menu
Level selection
We still have a bit to go.
Work on the details, the optics, make it feel good.
But we’re getting there.
Ultimately, we aim to release the full game at the end of december.
There. I set it in stone now.
And that’s it for the progress.
Next time we meet in here, I shall write about space stations and lossy resource conversion. Maybe even about multiplexing. But only maybe.
Cheers,
-df from Game Kombinat
PS: If you fancy alpha testing, hit me up, will ya?
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