Posted November 10, 2018 by Denki
AHEM. EXCUSE the placeholder text in that screenshot :) A lot less to show this month, but only because we’ve been so busy with the less obvious essentials beneath the surface, namely toughening up the product and the game.
By ‘product’ we mean all the mundane structure, workings and wrappings that hold the game together so it’s fit for public consumption :) Which translates as robust save file error handling, supporting different screen aspect ratios, redefinable keyboard controls, Steam platform integration... That sort of thing.
As for the game, we arranged all the ‘missions’ and triggers and blueprints we thought we’d need to take us up to (but not including) the invention of steam - and then we played with that and fiddled with it and added things and removed bits and are still doing that today. And it’s feeling good! (The Bot grouping is working out SO well.) Not everything is as obvious as it needs to be yet, but that’s improving every day, too :)
Fave recent refinement is the merging of signposts and Bot beacons, which makes them so much easier to understand and use. Best recent addition by far is the recognition of enclosed areas, which means you can make defined fields, buildings, etc, like a formal field of cows for your dairy or an obvious orchard for your fruit farming or a distinctive workshop for, say, automating the making of tools.
Intermediate parts are much more of a thing now, like frames and panels and fixings to build more advanced structures and machines. Oh! And we added blueprints for some ‘Wonders' to build as rewards for completing the different ages.