Repeated intro
What changed
0 fixes2 additions6 changes1 removal
addedBeltsOne of the best parts of factory games is seeing your items move along the belts. There's something beautiful and mesmerizing when it comes to watching rows of belts moving items and various speeds. Because of this, I am adding actual belts into the game. Currently, the belts just run along grid lines and they show the item moving on the belt as just a bulge in the line. This update will introduce cell-sized belts the will move the actual items on them.
changedBuilding ShapesI originally designed the buildings to be 2D representations of the shape of the 3D building. I was thinking it would both make it easy to see, at a glance, which building was which. However, once you've laid many buildings of different shapes, the factory begins to look messy. I don't know about you, but I like a clean, organized factory and the building shapes were taking away from that possibility. Because of this, I am redesigning the buildings to be various sizes of rectangles and squares. This makes it much easier on the eyes and it allows me to design the buildings to have a consistent look and feel. Some important buildings, like the GenCore, will still have non-rectangular shapes to denote their importance.
changedGlyphsThe story of Genterra is you're an employee working remotely on building a interplanetary production chain. You're literally looking at a terminal, representing the buildings you're placing. Currently, there are realistic images of items and buildings which are taking away from the aesthetic of the minimalistic terminal I was going for. I am replacing these images with glyphs representing the various items and buildings. I believe this will match the industrial, terminal look I was going for.
changedMovement and PlacementI currently don't allow you to move buildings once they're placed. You are forced to delete them and rebuild. This decision was because I wanted building placement to feel like a spatial decision consciencely made. I realize that was dumb. I am now going to allow moving buildings by dragging and dropping from the their status bar. This makes redesigning the layout of your factory much easier and quicker. Multi-building dragging will be supported.
changedMovement and PlacementOn top of that, I will now allow buildings to sit right next to each other. Currently, buildings need a one cell buffer between them. This was to account for the weird issues with building shapes as well as the belts being on grid lines. Since buildings are becoming quadrilaterals and belts are moving off grid lines, there's really no reason to keep you from placing buildings next to each other.
changedColor Scheme and UIThe color scheme currently implemented did not take into account the planet you were currently on. Each planet you build on will have their own set of resources and buildings and to account for this, I am theming the UI around the planet. This first planet, Terra-0, is a dry, arid planet rich with iron, copper, and coal. The UI will match this with an amber/brown theme.
Genterra changes
addedOne of the best parts of factory games is seeing your items move along the belts. There's something beautiful and mesmerizing when it comes to watching rows of belts moving items and various speeds. Because of this, I am adding actual belts into the game. Currently, the belts just run along grid lines and they show the item moving on the belt as just a bulge in the line. This update will introduce cell-sized belts the will move the actual items on them.
changedI originally designed the buildings to be 2D representations of the shape of the 3D building. I was thinking it would both make it easy to see, at a glance, which building was which. However, once you've laid many buildings of different shapes, the factory begins to look messy. I don't know about you, but I like a clean, organized factory and the building shapes were taking away from that possibility. Because of this, I am redesigning the buildings to be various sizes of rectangles and squares. This makes it much easier on the eyes and it allows me to design the buildings to have a consistent look and feel. Some important buildings, like the GenCore, will still have non-rectangular shapes to denote their importance.
changedThe story of Genterra is you're an employee working remotely on building a interplanetary production chain. You're literally looking at a terminal, representing the buildings you're placing. Currently, there are realistic images of items and buildings which are taking away from the aesthetic of the minimalistic terminal I was going for. I am replacing these images with glyphs representing the various items and buildings. I believe this will match the industrial, terminal look I was going for.
changedI currently don't allow you to move buildings once they're placed. You are forced to delete them and rebuild. This decision was because I wanted building placement to feel like a spatial decision consciencely made. I realize that was dumb. I am now going to allow moving buildings by dragging and dropping from the their status bar. This makes redesigning the layout of your factory much easier and quicker. Multi-building dragging will be supported.
changedOn top of that, I will now allow buildings to sit right next to each other. Currently, buildings need a one cell buffer between them. This was to account for the weird issues with building shapes as well as the belts being on grid lines. Since buildings are becoming quadrilaterals and belts are moving off grid lines, there's really no reason to keep you from placing buildings next to each other.
I wanted to give you an update on the state of the game. It's been about a week since the game has been in early access and in this time I realized the game is not portraying accurately the vision I had in mind for it.
Factory games are my favorite genre of games and I have thousands of hours in the popular ones. Through my excitement of sharing my game with you, I was blinded into creating something that, in my opinion, did not live up to what I had in mind. I believe transparency is key and so I am sharing with you some changes that are in the works.
Belts
One of the best parts of factory games is seeing your items move along the belts. There's something beautiful and mesmerizing when it comes to watching rows of belts moving items and various speeds. Because of this, I am adding actual belts into the game. Currently, the belts just run along grid lines and they show the item moving on the belt as just a bulge in the line. This update will introduce cell-sized belts the will move the actual items on them.
Building Shapes
I originally designed the buildings to be 2D representations of the shape of the 3D building. I was thinking it would both make it easy to see, at a glance, which building was which. However, once you've laid many buildings of different shapes, the factory begins to look messy. I don't know about you, but I like a clean, organized factory and the building shapes were taking away from that possibility. Because of this, I am redesigning the buildings to be various sizes of rectangles and squares. This makes it much easier on the eyes and it allows me to design the buildings to have a consistent look and feel. Some important buildings, like the GenCore, will still have non-rectangular shapes to denote their importance.
Glyphs
The story of Genterra is you're an employee working remotely on building a interplanetary production chain. You're literally looking at a terminal, representing the buildings you're placing. Currently, there are realistic images of items and buildings which are taking away from the aesthetic of the minimalistic terminal I was going for. I am replacing these images with glyphs representing the various items and buildings. I believe this will match the industrial, terminal look I was going for.
Movement and Placement
I currently don't allow you to move buildings once they're placed. You are forced to delete them and rebuild. This decision was because I wanted building placement to feel like a spatial decision consciencely made. I realize that was dumb. I am now going to allow moving buildings by dragging and dropping from the their status bar. This makes redesigning the layout of your factory much easier and quicker. Multi-building dragging will be supported.
On top of that, I will now allow buildings to sit right next to each other. Currently, buildings need a one cell buffer between them. This was to account for the weird issues with building shapes as well as the belts being on grid lines. Since buildings are becoming quadrilaterals and belts are moving off grid lines, there's really no reason to keep you from placing buildings next to each other.
Color Scheme and UI
The color scheme currently implemented did not take into account the planet you were currently on. Each planet you build on will have their own set of resources and buildings and to account for this, I am theming the UI around the planet. This first planet, Terra-0, is a dry, arid planet rich with iron, copper, and coal. The UI will match this with an amber/brown theme.
Recipes
I am adjusting what recipes are available to you on Terra-0. I realized there were far too many for the purpose of the first planet. The recipes being removed will be moved to other planets that better fit their purpose.
Audio
There is currently no audio in the game. I purposely did not put audio because I was not satisfied with the audio I had before. I will be adding sound effects as time goes on. I'm not sure how many will come out in the next update, but there should be some.
Thank you everyone for sticking with me! I want to make a game that you enjoy and am working hard to make that happen! Stay tuned for the update!