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Week 17 Status: Temporary break
April 26, 2024
by
AlexTheRegent
#status
Last week I’ve been working on problem #1 written in previous post “Retrospective #1”. Most of the time I’ve been focused on writing tests to automate checks I make manually before each releas...
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Week 16 Status: Retrospective #1
April 19, 2024
by
AlexTheRegent
#retrospective
This week I decided to make a break from game development. I’ve been working on a game for over a year now, and it is publicly available for almost 4 month. Today I want to share my thoughts on the...
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Week 15 Update: Quarries refinement!
April 12, 2024
by
AlexTheRegent
#update
I’ve been sick this week, so the list of changes will be short. Mainly I’ve focused on making quarries more transparent. Also new type of resources named “Liquids” were added. First resource o...
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Week 14 Status: Polishing things
April 05, 2024
by
AlexTheRegent
#status
Last week I didn’t have much time to continue working on the game. Most of the time I’ve spent on thinking how I can make UI less cluttered, especially with multi-production buildings, such as bri...
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Week 13 Update: Quarries overhaul!
March 29, 2024
by
AlexTheRegent
#update, #hotfix
After more than 4 weeks of work I’ve finally finished new quarries mechanic. And I must say, it completely worth it. Despite all the problems and compilations, new system makes it possible to be les...
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Week 12 Status: Quarries status and next update
March 22, 2024
by
AlexTheRegent
#status
This week I’ve finished implementing new quarries, but I decided to release update next week. The main reason behind this is the fact that I wasn’t able to test all changes manually. Also new syst...
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Week 11 Status: Replacing the internals
March 15, 2024
by
AlexTheRegent
#status
This status report will be relatively short compared to previous ones. This week I’ve finished migration from old algorithm of resources production to new one. All previous code tests are green now...
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Week 10 Status: City's calculations refinement
March 08, 2024
by
AlexTheRegent
#status
This week I’ve been working on city’s implementation. As result, big classes were broken down into smaller ones, allowing more flexibility compared to single all-in-one classes. This approach, how...
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Week 9 Status: Ores extraction
March 01, 2024
by
AlexTheRegent
1
#status
This week I’ve been working on update of the city resources production algorithm. Right now, it is possible to select type of resources to be extracted by miners and quarries, and I find it a little...
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Week 8 Update: Researches tree and more animations!
February 23, 2024
by
AlexTheRegent
#update
This week I’ve been working on new research tree and animations. New research tree removes the need of the storyline and offers more freedom to the player. And animations slightly improves overall l...
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Week 7 Update: Idle system and first light machines!
February 16, 2024
by
AlexTheRegent
#update
Last two weeks I’ve been working towards on the idle style of the game. This update reinforces concepts of idle genre while keeping active gameplay style. As a result, many different aspects of the...
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Week 6 Status: Before the metal age
February 09, 2024
by
AlexTheRegent
#status
This week I’ve been working on metal age while tweaking values towards idle gameplay with regard to active play style. I’ve encountered number of problems with full-scale idle system, where most i...
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Week 5 Update: Small improvements!
February 02, 2024
by
AlexTheRegent
#update
This week I’ve been focused more on progressing further on game story and next epoch. Unfortunately, I wasn’t able to finish it in one week, but I think next update will introduce beginning of the...
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ReSurfaced v1.4.1: population hotfix
January 27, 2024
by
AlexTheRegent
#hotfix
v1.4.1 hotfix Fixed production modifiers are not updated automatically when population is changed, only when new building is added or employment center is used...
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Week 4 Update: City population rework!
January 26, 2024
by
AlexTheRegent
#update
Previously is was possible to finish game having 0 houses at the end. The only reason to grow population was to get outposts to expand your territory. This update introduces population as modifier for...
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Week 3 Update: Builder rewards, animal husbandry and cleaner UI!
January 19, 2024
by
AlexTheRegent
#update
Version 1.3.0 is focused on polishing things out. Most important change is more rewarding city building process. Every time you add items to the building, you will get paid in return (according to the...
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Week 2 Update: City production overview, buffs and bugfixes!
January 12, 2024
by
AlexTheRegent
#update
Version 1.2.0 is focused on better city control and buffs system. I want to add a way to control production speed, and logistic center does first small step towards this direction. Now you can see how...
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Week 1 Update: Bunch of QoL and side content!
January 05, 2024
by
AlexTheRegent
#update
Version 1.1.0 is focused on quality of life changes and side content expansion based on initial feedback. This update does not contain any story or epochs-based updates. New game is required, old save...
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ReSurfaced v1.0.1: hotfixes
December 29, 2023
by
AlexTheRegent
#update, #hotfix
Gameplay: Changed default builders power from 0.0 to 0.1 (wooden builders have 1.0 power) Disabled brick city hall upgrade (there is no next version yet). Fixed brick barn uses wooden barn building re...
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ReSurfaced: first version is out!
December 28, 2023
by
AlexTheRegent
#release
First version of the game is out! First version includes: Two epochs to progress (stone age and part of the metal age). More than 100 items, objects and prefabs, 20+ quests to complete. Expected play...
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