It got to a point that getting the idea across was my only hope for having something to submit. Jam periods are always like that for me, I plan to spend every bit of free time and then my free time evaporates lol
Thanks for playing/rating!
FAQ:
Q: "Is is not a bit presumptuous to add this before you've even released the devlog"
A: "Probably, but gotta plan life with some optimism lol"
Q: "This FAQ seems kinda bear, care to explain"
A: "I'll add any commonly asked questions here assuming I ever get any... "
Q: "Got a roadmap or planned release date?"
A: "I'll get a roadmap put together soon, and as for a release date, I'll attempt to give a release window, but that's hard and I suck at sticking to my schedules"
I just wanted to post a quick tutorial for writing custom events and where to place them. I want to start out by saying, always check what you're downloading and who you are downloading them from, don't trust it? Better safe than sorry
Events in the demo version are more limited than I plan for them to be in the main release, but I wanted to add the ability to create custom events to the demo version.
To start, in the directory with the game executable create a folder named "Custom Events"
All custom events need to be placed in this folder
Example of Event:

The file type for the event files has to be JSON.
Below is an example of the actual file:

"type" refers to the type of planet the event can be fired on
A list of applicable planet types:
So in the case of this screenshot, this event only fires on Earth like planets
"text" refers to the outlined portion in the following screenshot. It's the introduction to the event
"Button Text" is pretty self explanatory, it refers to the text referring to buttons at bottom of the above image
"Story" refers to the text that fills the red outlined section after a choice has been made, it's the outcome story for whatever you wanted to happen after a button is pressed
There *should* be no limit on the amount of outcomes per choice, I kept it to a maximum of 2 for the ones I have included so far, but if you wanted more possible outcomes that should not be a problem, and if it is, let me know. That is something I would gladly patch in the demo
"Effect" is the effect code to let the game know what you want to change. Below is a list of effect codes and their corresponding stat
You can include multiple codes, but due to an oversight on my part, you cannot adjust them by different amounts. So if you wanted to reduce hull and increase habitability, you have to do so by the same amount.
"effectNum" is how much you want to change the stat specified by the effect code. There is only one effectNum per outcome, as stated above
That should be everything, I'm more than happy to update this post to make it clearer or answer any questions about custom events
Thanks! Sorry for the late response, got a lot going on. The arrow keys and the W,A keys work, there are supposed to be arrows on screen for mobile use on the HTML5 version, but I think I messed up exporting that version. That being said I should be days away from the next major demo update, and I'll triple check to make sure I fix it then. I can't believe I didn't notice lol
Thanks for the feedback! I do have couple ideas for balancing, but I'm going to rewrite the tech tree system first. Planet variety is also planned, as well as some non-planet encounters
There isn't a game over, I'm a bit torn on how I wanted to handle the scoring/game over and figured that leaving it open ended was the best choice until I make a decision
I do get where you were coming from theme wise. I do think it could have been a bit better justified, if that makes sense. Like instead of humans just spawning, maybe every 5 zombies you kill, then a human shows up and then contributes something like a damage buff, health regen, etc. Fun, simple game, does get a bit repetitive after awhile