Are you controlling the game, or is the game controlling you?

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.

First, watch this video:

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Current state of the game

Today we submit our game to 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.

First, here is the video:

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First Job done

Alright, some work can be done here.

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.

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