Mapping Turn Based 4X Mechanics Onto a Corporate Business RTS Sim
Greetings everyone, It's been a full month and it was a very busy month, once again. First of all, I just released a new trailer.
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Full Arcade Warlord update
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Repeated intro
Greetings everyone, It's been a full month and it was a very busy month, once again. First of all, I just released a new trailer. Secondly, I wanted to show you some footage of the combat but this has been postponed - I am not going to work on any combat animations for now, to save time for the demo release! I do have some other goodies though: A Financial Ledger:
What changed
0 fixes1 addition0 changes1 removal
Gameplay
Events
addedGreetings everyone, It's been a full month and it was a very busy month, once again. First of all, I just released a new trailer. Secondly, I wanted to show you some footage of the combat but this has been postponed - I am not going to work on any combat animations for now, to save time for the demo release! I do have some other goodies though: A Financial Ledger:
removedA territory overview:Steam post image and a Vehicle Dealership: Steam post image There are more but now I want to share how I have effectively completed the territory game design for the game. I have already explained in the previous blog of how each block contributes to your company. The blocks are really essential as they act as the total balancing actors: Do you want to squize your games down to the last penny? You will need to build a fanbase! Street Influence (generated from Residential blocks) is playing the most important role for both how fast you can grow your organic growth and the maximum ceiling you can reach. Especially the later can be crucial if you want to deal a blow to your opponents. Have they grew their fan base too fast? Hit them at the streets and warch their empire crumble. Similarly, Business Intelligence will affect how fast your Lead Engineers can research. No Business Intelligence - No data to process -> your research will stall. Finally, factories need components to produce your goods. The more you have, the more machines they will be able to deliver to you and speed does matter! Steam post image Raiding enemy space has multiple effects: -Remove a source of income from the opponent. -Loot its coinbox -Challenge the control of a block -Contest the Floor Space Before I close, I got some good news! I have fully decided to implement Multiplayer on the game. Very unlikely I will have this ready for the early access but it is going to be one of the main things to build while the game is in Early Access. These for now! At the next release I am going to explain how creating a game works, how its revenue is decided and hopefully , more footage!
Arcade Warlord changes
addedGreetings everyone, It's been a full month and it was a very busy month, once again. First of all, I just released a new trailer. Secondly, I wanted to show you some footage of the combat but this has been postponed - I am not going to work on any combat animations for now, to save time for the demo release! I do have some other goodies though: A Financial Ledger:
removedA territory overview:Steam post image and a Vehicle Dealership: Steam post image There are more but now I want to share how I have effectively completed the territory game design for the game. I have already explained in the previous blog of how each block contributes to your company. The blocks are really essential as they act as the total balancing actors: Do you want to squize your games down to the last penny? You will need to build a fanbase! Street Influence (generated from Residential blocks) is playing the most important role for both how fast you can grow your organic growth and the maximum ceiling you can reach. Especially the later can be crucial if you want to deal a blow to your opponents. Have they grew their fan base too fast? Hit them at the streets and warch their empire crumble. Similarly, Business Intelligence will affect how fast your Lead Engineers can research. No Business Intelligence - No data to process -> your research will stall. Finally, factories need components to produce your goods. The more you have, the more machines they will be able to deliver to you and speed does matter! Steam post image Raiding enemy space has multiple effects: -Remove a source of income from the opponent. -Loot its coinbox -Challenge the control of a block -Contest the Floor Space Before I close, I got some good news! I have fully decided to implement Multiplayer on the game. Very unlikely I will have this ready for the early access but it is going to be one of the main things to build while the game is in Early Access. These for now! At the next release I am going to explain how creating a game works, how its revenue is decided and hopefully , more footage!
A territory overview:Steam post image and a Vehicle Dealership: Steam post image There are more but now I want to share how I have effectively completed the territory game design for the game. I have already explained in the previous blog of how each block contributes to your company. The blocks are really essential as they act as the total balancing actors: Do you want to squize your games down to the last penny? You will need to build a fanbase! Street Influence (generated from Residential blocks) is playing the most important role for both how fast you can grow your organic growth and the maximum ceiling you can reach. Especially the later can be crucial if you want to deal a blow to your opponents. Have they grew their fan base too fast? Hit them at the streets and warch their empire crumble. Similarly, Business Intelligence will affect how fast your Lead Engineers can research. No Business Intelligence - No data to process -> your research will stall. Finally, factories need components to produce your goods. The more you have, the more machines they will be able to deliver to you and speed does matter! Steam post image Raiding enemy space has multiple effects: -Remove a source of income from the opponent. -Loot its coinbox -Challenge the control of a block -Contest the Floor Space Before I close, I got some good news! I have fully decided to implement Multiplayer on the game. Very unlikely I will have this ready for the early access but it is going to be one of the main things to build while the game is in Early Access. These for now! At the next release I am going to explain how creating a game works, how its revenue is decided and hopefully , more footage!