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Space Factory: Week 4: The namaning (Luxury Semi-Automated Capitalism)

A topic by Impersonal Sky God created Sep 03, 2020 Views: 225
Viewing posts 1 to 1

Previous devlog: https://itch.io/t/946208/space-factory-week-3-trials-and-tribble-ations

So, a somewhat unfocused week this week where I spend too much time on a menu system for the game that would really have been better spent at this stage in prototyping more gameplay than garnishes like the menu. Nevermind, we live, we learn, and we probably repeat the same mistakes, but hopefully not as badly.

Regardless, I have managed to add some of the in game UI to select between laying transport belts or work stations - at present the stomping workstation is the only one available, but thats ok for now - more can be added.

I also added the exporters to remove processed items, and the flow of material through the factory is a loving thing to behold.

So, in my original post, this would be the first decision point, whether to continue for another 2 months or abandon the game.

Due to the engine change in week 2, I decided to push that out one more week to be fair to the prototype. So, for next week I want to have done the following:

1) MONEY: Add a money counter, with items coming in costing cash, and exporting items adding cash back.

2) Item types: At the present, I only have the boxes and their crushed forms - I would like at least one more item, i.e. iron ore, which can be processed into iron for export.

3) Related: Another station type, probably an iron smelter.

And finally:

4) Clean up that station/belt selector and make it themed into something nice looking.


See you all next week.