Week 6 Status: Before the metal age


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 important one became calculation of consumed and produced resources while game was not running. I couldn’t implement this algorithm yet, but I have ideas for approximate solution that I can use. In the mean time, I’ve been tweaking story line, reworking previous ages to be more fitting from logic point of view. I plan to make next release major one, containing multiple changes, new metal age (or at least it’s major part) and new idle mechanic. Also I add current progress for this week to this post (unfortunately without new version, because it contains few game breaking bugs).

Intermediate changelog:

Gameplay:

  • Tweaked multiple values towards idle game style, taking into account active gameplay style.
  • Tweaked harvestable objects. Total amount of collectable resources from one is reduced, while damage of tools is significantly increased.
  • Implemented demolition job queue. Now buildings and many objects take some time and builders to be demolished.
  • Reworked multiple researches and quests. Brick age now will now be mixed with new metal age, reducing amount of grinding required to complete the game.
  • Added ability to pickup crafting stations (campfires, tables, forges) to place them somewhere else.
  • Added stone deposit spawn chance to beach, plains and forest biomes.
  • Fixed drop of durable items from inventory (axes, pickaxes, etc).
  • Fixed drop of plantable items from inventory (tables, campfires, etc).
  • Changed campfire, stone and iron forges to lose heat faster.
  • Changed iron forge to be upgraded version of stone forge.
  • Buffs no longer expire (or advance) during sleep.
  • Fixed multistage growing plants does not grow properly when chunk is not loaded.
  • Removed “Survival basics” quest.
  • Slightly increased player’s energy drain to make it possible to sleep over night.
  • Fixed equipped items does not apply bonuses after game loading.
  • Fixed buffs does not apply bonuses after game loading.
  • Many other tweaks and bugfixes.

UI:

  • Added building requirements to city hall menu.
  • Added inventory weight display to status.
  • Replaced text with status icons in sleep menu.
  • Fixed double click on city hall (or any item building) can drop it, resulting in softlock.
  • Fixed “+10” button in building menu does not work properly if item’s weight does not equal to 1 kg.
  • Ingame pause menu now keeps world alive in background while freezing player stats and inventory.

Internal changes:

  • Fixed last building clicks count is not loaded during game loading.
  • Fixed objects on chunk’s borders are not cleared from cache on despawn. This should fix problem with despawned objects that can still block buildings.

Known bugs:

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