V0.4.0 Update - Sound, Supply Station Building, Task improvements, and more


This month felt productive, even though the game looks mostly the same. You'll need to playtest to experience the changes! Overall, we're still building foundational systems. It feels close now where we can start adding more content soon.

  • Sound system: added a bunch of sound effects like wood chopping, mining, etc. This really just sets up the framework for additional sounds in the future. Also in the future is music, which will probably take an entire month.
  • Supply station building: this is a logistics building where workers will move inventory between storage bins. It's the primary way for a player to move required items closer to factory buildings.  This also added UI to all storage bins where you can set rules for storage.
  • Employment system changes: This required a lot of thinking on how humans and buildings interact. The main question is how smart should the humans be? The initial implementation made the humans on the dumber side. They only did one narrow job. After testing this, I realized it's not very fun trying to figure out what the humans will do and not do. So now, if a human works at a building, it'll kind of just work (for the most part). The human will get items for its inputs and remove stuff not needed. The player still needs to plan accordingly for an efficient layout. The fun here is creating a nice base where humans want to join which in turn scales up your operations so you can build an even nicer base for more humans to join. More tuning on this in the future.
  • Along with the employment system improvements, added an item reservation system. The player won't see this as it's all in the code. But it makes the humans much smarter instead of all clamoring for the same item or trying to eat a meat nugget that someone else already ate.
  • Added a tester UI. Makes play testing much easier. Panel comes up by pressing "0" in game.
  • Added Garrisons concept to buildings. Now humans will actually enter the log cabin when they're sleeping. This system will be used by a lot of other buildings in the future.
  • Controls improvements: several testers reported the UI being clunky. This improvements gets them out of the way without needing to manually close them. Also added a bunch of hot keys for QoL improvements.
  • Created a spreadsheet importer to easily change item and building data for future balances
  • Balances: days and nights are longer so player feels less rushed. Some buildings are cheaper and victory conditions easier. The current game is beatable in about 1.5 hrs.

Scheduled V0.5.0 March Update:

  • New enemy type: I've been wanting to add this for a while. The enemy waves feel a bit stale after some time.
  • Enemy wave indicators. Currently the enemies just come from some unknown direction. We want your helper AI to tell you when incoming waves are approaching and have an on-screen indicator so the player knows which direction to beef up defenses.
  • Enemy wave formations. I don't like how they just stream in a line. It'd be fun to have them gather in a large blob outside your base before rushing in. 
  • Replace steel scraps with human junk and debris to make the land feel more post-apocalyptical. This will reward the player for exploring as the junk could be mined for scrap metals.
  • Add an automated tower with limited inventory. Change the current wood tower to have a huge range but only shoots when humans are garrisoned.
  • Potentially add a new resource type: copper

I don't want to commit to too much. Usually when a new build is out, what I need to work on next is clear with more play testing. So, if you play test please join the Discord discussion to shape the development of this game.

See you next month.

Files

Project Reclaim Earth PC V0.4.0.zip 43 MB
74 days ago

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