Posted June 20, 2025 by BligusFalantis
This session, we focused on a major overhaul of the Manager system, transforming it from a static bonus provider into a deep and engaging progression feature.
Key Changes & New Features:
Dynamic Manager Skills & Progression:
max_level
, upgrade costs, and unique Curve
resources for each skill. This allows us to define distinct progression paths for each manager, making their specialization more meaningful. Some might have linear growth, while others have exponential curves, rewarding long-term investment.Dedicated Manager Upgrade UI:
Enhanced UI/UX & Player Feedback:
^
button) to the planet info display, making it more obvious that it can be clicked to open the management panel. The button highlights on hover for better interactivity.Technical Implementation Details:
ManagerResource
(.tres
files) to accommodate the new progression data.GameManager
and SaveManager
to track, save, and load the individual skill levels for each manager.planet.gd
and transporter.gd
was updated to calculate bonuses dynamically based on the manager’s current skill levels, fully integrating the new system into the game’s core mechanics.Unrecognized UID
and null instance
errors) by adopting more robust scene structuring and scripting practices, like using find_child
and call_deferred
.Overall, this was a significant step forward in adding long-term goals and strategic depth to the game. Players can now actively invest in their favorite managers, tailoring their bonuses to match their playstyle.