Posted February 21, 2018 by New Retro Games
Finally, FINALLY, an update. Sadly it's all behind-the-scenes code improvements with virtually no gameplay or content changes.
WARNING: Previous save games will be wiped! From here onwards, it should stay backwards compatible... Sorry about that :(
It introduces two essential updates - old save game compatibility and being able to reset your game. Save games were critical before I could roll out future content updates. Reset will be critical for the future "prestige"-style mechanic, as seen in many clicker/idle games (though my approach will have a notable RPG twist ;).
UI and Pacing
Code Cleanup
Resources
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Upgrades
The Upgrades function is a huge step in making the game scalable. Displaying/hiding upgrades, checking if you can afford one, deducting the costs and removing the upgrade from the upgrade list is all automated. The special function and scripted events functions all unlimited flexibility while keeping 90% of the code automated.
It seems like there would rarely be a situation where I need to use the "special function". After all I could simply call as many specific functions as I want in the scripted events section, but its still convenient - if i really just need one extra function called, specifying it in the special function property is much faster and cleaner, saving code compared to adding in a scripted event hook.
Intro Tweaking
A few minor tweaks that probably aren't noticeable, but the intro sequence flows a bit smoother now. Stopping the game from saving during the intro sequence was a tough decision. However, I think its smoother for the player to experience the intro sequence in one fluid segment. This way, even if the player closes and comes back very early on, for whatever reason (could have got interrupted) they don't end up at a weird halfway through intro, that could be jarring.
Knowledge System
Only the base code for the resource is implemented, but in future this will be an interesting system.
You can collect "thoughts" until an "idea" forms, or, if you are lucky, an "innovation" from time to time. When an idea or innovation appears, it can be researched. Accumulate "research" until the idea or innovation is proven, which would generally lead to a new upgrade or game element opening up.
This system wont be the only way to acquire new upgrades or elements, of course. There will also be things unlocked by normal progress, of course, but I also want to have a good mix of other ways to discover and develop.
Finding good loot (e.g blueprints) can be one method that relies on luck/grinding. Reverse-engineering captured tech (X-COM style) can be another way that is based more on grinding, requiring research. Diplomacy - simply buying or sharing knowledge with NPCs or other towns would be another way, using resources like gold and wealth. In the end, hopefully there will be various gameplay styles open to the player - if you like the more idle approach you can set a bunch of workers to generate ideas, if you like a more hands on approach, you can explore dungeons, grind monsters and challenge rare monsters. If you prefer the management approach, get rich on trade or the currency market and engage in diplomacy.
Future
The code changes here were pretty drastic. Large chunks of obsolete code were commented out, it remains to be seen if any thing will break the game. Any fixes will be hotfixes (0.1.7a, 0.1.7b, etc),
The next main update, 0.1.8 will be the "final" update of this branch, with more code clean up, and fleshing out the idle/clicker aspects, such as hiring and managing workers, workers gain skills, crafting tools to improve their performance, etc.
After that, we move to 0.2, hopefully, which is planned to be the first "public" release!