What I did this week:
Modified mission objects and structures:
I had a mockup for missions, you would just choose easy, medium, or hard. Now, it randomly generates a mission with parameters such as number of enemies, mission type, and what type of terrain. It also displays such.
I think I covered it earlier, but you can upgrade and purchase different buildings now, although they are not hooked up to DO anything, except for the research building, which currently cuts research times.
I’m trying to develop in the rapid prototyping style: get things up and running, refine as you go. To that extent the game is playable, just with gaping holes and temp work everywhere. o.O
Soon I will remake a build and send it out to the extremely limited testing group. It’ll be fun, given I haven’t done it in a while and feedback prevents me from going too overboard in anyone direction.
Just to let y’all know what I’m doing…
Implemented the menus and scrolling for Building upgrades. Right now I’ve slotted blank requirements to upgrade the buildings and fake costs, but the mechanisms for upgrading buildings exist. Now just to integrate it into the rest of the systems and vice versa…
Taking a break with the family for Thanksgiving, will work intermittently. Happy Thanksgiving, all!
Alrighty, back from trying a Kickstarter project. Failed, but made a lot of contacts, got some boosts to morale, and learned a lot for any future attempts.
In any case!
Alrighty, implementing the real time system, and now re-jiggered it to work better with the research system. Currently, you can research stuff, and after a set amount of time it’ll finish, and that’ll properly unlock any tech that relies on it. Unfortunately, it’s all free and nothing checks to see if you need tech before doing anything. But it’s a step forward.
Hoping to wrap up all the basics of gameplay in short order so I can begin the story/background/tutorial/polish/refinement.