Posted October 07, 2020 by Hulgarth
##gdm ##solo ##indiedev
I am Pleased to announce that GDM Update 4 is ready for consumption..
In order to play this version you will need to remove all previous unzipped files and download the new gdm_v4.7z file and unzip then run the GDM.exe. Note this update will run with older save files however these skills from the start of the game affect balance and a new game would be advised, but you do you. :p
Main Notes
This update brings in the worker skill system.
I decided to go with a choice based system where I have 8 powerful skills available but you can only slot 2 of them at a time. You may change skills at any time including during game development if needed, but this does come with a 1 year cool-down to avoid exploiting the skill system between every task type.
Skills on Offer
Note that more skills may get added and balance of skills will shift to ensure at least the majority of them feel necessary. I want the choice as to which skills to slot to not be obvious leading you to discover the best options on each different play through as you try to improve your scores and rate of company growth.
Skill 1 Crunch
This skill was in previous versions and can be used during stage 1/2/3 and game delays to make bubble generation 100% for a period of time. Currently these times are 5s for level 1, 8 seconds for lvl 2, and 12 seconds for lvl 3.
Skill 2 Pacify
This skill is the opposite of crunch and also used during stage 1/2/3 and delays. This skill causes no bubbles to be made for 5/8/12 seconds respectively.
Skill 3 Slow Time
This skill causes the passage of weeks to slow down from 15 seconds per week to 25 seconds per week and last for 15-30-45 seconds respective to lvls. It can be used at anytime in game, and this skill is a great skill for getting more done before higher minimums are placed on you as years change, or finish that engine in time before the next year etc etc..
Skill 4 Accelerate time
This skill is the inverse of slow time and changes the speed per week from 15 seconds to 7 seconds. It lasts for 15/30/45 seconds respectively. This skill can be used at anytime, and is great for getting to the next year or bringing in some quick revenue weeks before you try to fund your next project.
Skill 5 Leverage Social Media
This skill can be used during any stage of game development to instantly increase hype for your current project by posting to there followers. This skill gives 5/10/15% instant total hype (100% max). You can easily see how a staff team all with this skill could easily generate huge increases in sales for no cost, but yields no advantage for the quality of the development.
Skill 6 Take Charge
This skill can be used during stage 1/2/3 of game development. This skill only relates to medium + sized games as it allows the worker to produce full sized bubbles for a stage they are not assigned to for a period of time. 10/15/20 seconds respectively. Combining this with a crunch routine can yield total tech and design limits that can not be reached otherwise.
Skill 7 Rush Work
This skill can be used during special projects such as contract work and creating new engines. This is essentially a crunch routine for special work allowing your work force to crush contract projects that otherwise could not be completed in time, or crank out engines with lightning speed (plans for selling licenses of your engines to the Ai companies is planned and combined with a work force utilizing this could be another way to huge funds.).
Skill 8 Recharge
This skill can be used during stage 1/2/3 and it takes workload off a worker. This skill removes 10/15/20% of your total workload allowing this worker to take control of more stage sliders. If you have a powerful worker that you want to take on the majority of game design stages to reach large bubbles this could be the skill choice to make that a reality.
Extra Deets...
I also have a system for "Office Perks" planned where you will choose 1 of 4 or more choices for your office perk. My idea for these will tie more into systems that are yet to be created such as the dynamic topic system which will be changing next. These will be perks like the ability to see trends instead of remembering them, cutting dev costs, and other ideas but there still just theory for now :)
Lots and lots more updates to come. Also I will be putting a steam page up shortly to collect wish lists. A lot of people have expressed that they are excited for the idea but don't like betas or want to follow development and I hear ya. With a basic store page you can atleast set it and forget it. Of course I would love itch players and feedback but all interest is awesome. I will continue to push development and keep my itch version free and updated as I continue to develop GDM. Eventually Alpha - Ea - Release on steam is the plan but that's far in the future. For now thank you for your interest and I hope you check out the new version and have a lot of fun and things to say.