Full notes
Full Idle Colony update
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What changed
- Performance
- Gameplay
Idle Colony changes
Dear friends,
I'm making good progress on the development. I've been lucky enough to find a place to live for the summer and I'm working full time on Idle Colony. I've got a strong deadline for releasing the game this year and I have a solid idea of what all the features will be. (It's all written down in my GDD) It is now all about production and it feels good to have a precise plan when going forward.
I wanted to share with you the progress made over the last couple of weeks so you have the opportunity to tell me what you think. I thought the best way to do so was through a concise video, so here's my first Idle Colony devlog: (It's only 2 min long!)
Yes you can roast me about my mic... Next time I'll have access to my usual recording gear.
Long story short here's the main points I've been working on:
-Rework of the fertilizing feature and it's automation, there's now a new type of colonists: the farmers. -Introduction of the buildings: they help categorize the upgrades and sweeten the progression curve. -Optional pathfinding optimization to make the game playable on a wider range of machines. -Ton of various QOL including the transparency when drawing path -A brand new tutorial that's non-blocking, skippable, more precise, and more polished. -A new prestige animation. -Last but not least, keys rebinding, wow!
Next time we'll talk about the stuff I'm the most excited about: the full rework of the technology tree and all the features that comes with it.
Source
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