V0.10 Update


Questing system

There is now one quest that triggers sometime in day 2. I imagine I'll need to rework this to support additional quest events. The main purpose of quests is to entice the player to explore. They must decide between staying and working in the base or spending time on the quest for some unknown reward.

This took up a decent amount of time to build since I wanted to establish a framework for future quests. Quest might not be the right naming for this as there aren't that many steps to it. It's more like events. For example, the first quest you are asked to rescue a group of humans by clearing the bug hives outside their base. Once it's cleared, their dialog will allow them to join you, and you can mine the resources in their base.

Future quests might be:

  • Slay a queen bug before she attacks you
  • Deliver some supplies to a faraway camp of humans
  • Build a specific building.
  • etc.

Tech tree reworked

I combined the a few UI components into the tech tree. Base and player upgrades along with map objects are all part of the tech tree mechanism. I got rid of the time component, so if the player has the resources the tech can be unlocked instantly. Once we move into the content building phase, I'll improve the tech tree more.

As part of this I added more upgrade types.


Next update I am focusing on adding more enemy types. The primary being:

  • A ranged enemy
  • Enemy queen, the first boss type!

Files

Reclaim Earth PC v0.10.1.zip 71 MB
70 days ago

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