After we released the first milestone, 0.1, I realized that instead of going for new features, I need to focus on the playability of the game and better control. Our game is not intended to be played where you control individual characters, as with classical strategy games. Rather, you do global planning of work needed to accomplish the tasks you want done, setting up your crew based on priorities you set, then you watch things happen.
The side effect of such a system is that you can become frustrated, as you simply don’t know why the F**K something is not happening — or something else IS happening.
Today we submit our game to https://www.game-connection.com/ and one of the requirements is a video explaining the game. It’s been a little over 2 months since we started to work on the game, and it’s kind of an interesting moment to look at the current state of things.
Also to look back to see what was planned vs. what we achieved.
But mainly it’s important to look to the future to see what’s ahead, and how the game will look and work, let’s say 3 months from now. And I can’t wait to be there.
And we are back after the holidays. For me it was mainly working time, as I was pushing Revive & Prosper to get a playable demo. Not ready yet, but some major milestones were achieved, and I need to create videos for all the features that were done.
Today I want to show you the power system. Let’s start with the video first:
Today I completed the implementation of the working system in its first version. Right now the characters can do jobs scheduled on the map. It’s still missing buildings as that will require them finding resources needed for building, and there is no way to control priority of the work per character, but it’s still major progress.
In Revive & Prosper you will play with a few characters (my idea is that it would be limited to 20). You are not going to control them directly, but you will instead create for them jobs. Each character will have a defined priority for each type of job and once he gets idle he will look, based on the priority for available jobs, and if he finds one he will do it. It’s a similar system like RimWorld or its ancestor Going Medieval .
To do that characters need to be able to walk in the world and see all available jobs. My development approach is to create a map of all fields interconnected with each other where I can easily find all available locations with the job and I can find path between the character’s current position and his destination. Here is a short video showing what I did: