Finishing up v0.5.0
Added 2018-05-18 05:10:09 +0000 UTCI'm coming to the end of the list of things I wanted to achieve with the v0.5 update, which means it's time to buckle down and tackle some of the few remaining tasks and get everything finished up. If all goes well v0.5.0 will be released to patrons on May 20th, this coming Sunday.
So far the v0.5 update has:
* Introduced a new suggestability system, replacing the old "suggest as modifier" system with a "suggest as cap" system.
* Added multiple production lines, letting you make specialised serums without having to constantly edit your production.
* Added serum batch production. Serums are now produced in batches of 5, which can be increased with a business policy. Serum values are decreased by 20%, but production costs remain the same. This means individual doses are cheaper to produce, reducing the cost of using serum yourself rather than selling them.
* A batch of new clothing items have been added, with further refinements of the system planned for the prototyping week.
That leaves me with a list of last minute things I need to tackle. First up will be adding a scroll bar to choice lists that are longer than can be displayed. After that I'll be tidying up a number of menus to make them more attractive and descriptive. Finally, I want to try and improve the end of day report and provide more exact information on what is happening in your business.
That's all for now, I've got to get back to work!
Comments
Yeah, you can email me at vrengames@gmail.com, I'd love to take a look!
Vren
2018-05-19 05:17:44 +0000 UTCHuh? I don't think that the change Vren is describing affects the economy at all. Basically, if before 1 production point gave you 1 serum which sold for 1$, now 1 production point will give you 5 serum which will sell for a total of 1$ (i.e. 0.20$ each).
Bingbong
2018-05-19 03:26:58 +0000 UTCThe reduced serum count will be great for the midgame and beyond, but it will be brutal in the beginning. The "only two days of debt" thing means you often need the serum ASAP. (And in the early game you aren't making any for yourself anyways.) You might want to make 5 a default, but allow the player to lower it as well as increase it (perhaps changing the 20% "economy of scale" bonus as well-- a 1-batch is full price, for instance). It's very, very easy to lose in the early game and I worry that this will make it worse.
Dubsington
2018-05-19 02:57:08 +0000 UTCYour game is so awesome! :D
Offshore - Adult Games Developer
2018-05-18 19:06:13 +0000 UTC