Tutorial and Rendering Work
Added 2019-01-19 05:50:30 +0000 UTCJust a quick update tonight to keep everyone up to speed on what I'm working on. Integrating some tutorial UI for important screens (like the serum design screen) is continuing. I'm also now planning to have NPC's, most likely the head researcher for now, bring critical gameplay issues to your attention as they show up. If you have production staff but no serum is being produced, no research selected while having valid options, etc. they will trigger an event and talk to you about it.
While I've been working on that I've also had some rendering going. The old dress suit pants had clipping issues that could not be resolved, so those are being replaced by a new model. A new sleeveless shirt and dress jacket are also being added to the game. Finally, I'm implementing some image compression for the final game images to reduce the total game size. If everything goes well I'll have some firm numbers on how effective that proves to be.
That's all for now, back to work for me!
Comments
i like the idea of npc's reporting to you what is basically in the end of day report, on the other hand i like the current end day report because it is simple and on a single screen, so i dont have to click through much and i have all the information i might need in one place. Maybe a future event where you have a weekly (periodic) meeting with the heads of departments, where you can choose to listen to their reports? another idea for the meeting this is to choose to give a performance goal for one of the departments that they need to reach until the next meeting, the way i see it is that the performance of the various departments remains untouched by these goals, you just intentionally choose a goal that is below their performance or above it to create situations where you can reward/punish the department head or the whole department (maybe include personality which will blame her employees and claim the credit for success and another personality which will be the opposite). The reports could be potentially also used to create character stat shifts and custom events, i mean, one thing the department heads could report on is the effective usage of the performance potential, by that i mean for example when you dont get enough supply to satisfy the production capacity, or you produce more serums than you can sell, etc. In those cases various employees might feel safer because they are needed or they might feel insecure because their department is wasting potential production, and expect that you might downsize their department to increase efficiency. my ideas for events that respond to "not enough work" is someone requesting reassignment to another department, or attempts of individuals to secure their employment through appealing to you (by various means like bribes, favours etc.) or by sabotaging each other. (maybe include personalities that prefer more work and personalities that prefer low workload) anyway those are some ideas i had after reading i just like thinking about various stuff every once in a while, and sometimes i share it to provide entertainment and maybe a little bit of inspiration (or discouragement xD)
retchedegg
2019-01-19 19:24:37 +0000 UTCAwesome. :)
Kravenar Games
2019-01-19 14:42:07 +0000 UTCKeep up the good work!
Terebonkoff Game Studio
2019-01-19 06:33:33 +0000 UTC