Week 7 Update: Idle system and first light machines!
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 game was reworked or tweaked. Also this update comes with the first part of the metal age, introducing first light machinery and partially replacing brick age. Moreover this update significantly changes storyline. Many of quests and researches were reworked with main focus on logic and some degree of player’s freedom. Each age, starting from stone, now contains few quests with baseline goals, instead of step-by-step guide. Unfortunately, I was not able to design metal age completely, so expect more new buildings in next updates to complete metal age.
Changelog:
Gameplay:
- Implemented basic idle system. When you load your save, it will produce resources, finish researches and buildings for some time passed (up to 20 minutes for now, more tweaks and improvements on the way).
- Tweaked multiple values towards idle game style, taking into account active gameplay style.
- Reduced amount of quests starting from stone age to give more freedom to player. Wooden age is still considered as “tutorial” age. Brick age now will is mixed with new metal age, reducing amount of grinding required to complete the game.
- 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.
- Overhauled researches starting from stone age. Removed placeholder-alike researches (like “<age> buildings” with over 10+ unlocks at once).
- 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.
- Changed campfire, stone and iron forges to lose heat faster.
- Changed iron forge to be upgraded version of stone forge.
- Stone pickaxe now unlocked with other stone tools with wooden table.
- Buffs no longer expire (or advance) during sleep.
- Fixed multistage growing plants does not grow properly when chunk is not loaded.
- 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.
- Fixed drop of plantable items from inventory (tables, campfires, etc).
- Fixed drop of durable items from inventory (axes, pickaxes, etc).
- Removed “Survival basics” quest.
- Many other tweaks and bugfixes.
UI:
- Added building requirements to city hall menu.
- Added inventory weight display to status.
- Added status icons instead of text 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.
- Renamed “set as workers target” button in building menu to “start job now”. This button becomes inactive if it is already started.
- Fixed city hall’s buildings with 4+ resources stretches description panel.
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:
- [PC] Sometimes text might be truncated in fullscreen mode. This is engine-related bug (https://github.com/godotengine/godot/issues/81624).
Files
Get ReSurfaced
ReSurfaced
Sandbox with survival/city building/clicker elements
Status | Canceled |
Author | AlexTheRegent |
Genre | Strategy, Survival |
Tags | 2D, City Builder, Clicker, Exploration, Godot, Idle, Open World, Top-Down |
Languages | English |
More posts
- Week 17 Status: Temporary breakApr 26, 2024
- Week 16 Status: Retrospective #1Apr 19, 2024
- Week 15 Update: Quarries refinement!Apr 12, 2024
- Week 14 Status: Polishing thingsApr 05, 2024
- Week 13 Update: Quarries overhaul!Mar 29, 2024
- Week 12 Status: Quarries status and next updateMar 22, 2024
- Week 11 Status: Replacing the internalsMar 15, 2024
- Week 10 Status: City's calculations refinementMar 08, 2024
- Week 9 Status: Ores extractionMar 01, 2024
- Week 8 Update: Researches tree and more animations!Feb 23, 2024
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