Update log
Full Planetary Life update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
Hi everyone!
It's been a while since the last update.
Civilizations is hard to implement, it's almost like adding a new game inside the current game. But I'm getting there!
I think I have (now yes!) all system on place and I'm happy with the current state of the systems, so moving forward it will be about adding the content, assets and polishing.
Sadly, despite of the time lapse since the last devlog, I cannot show you too much :(
Not because of lack of content, but because I want to keep few things for myself until they are in better state to show.
OK, now, let's talk about main the changes since the previous devlog!
PRODUCTION
The new production system it's a bit more complex than before, so I will explain column by column:
1- Base production per worker: In the example, 1 worker will produce 0.8 of food.
2- Nature potential: based on natural resources around the city, this value will go from 0% (nothing available) to 150% (abundance) and get multiplied by base production.
3- Flat production bonus: adds to the base production. You get this from buildings or technologies.
4- Percentage production bonus: multiplies the base production. You get this from buildings or technologies.
5- Maintenance cost: Population, some buildings, military resources, etc... will have maintenance cost. In the example, population consumes food.
6- Total production: the calculation of all previous minus maintenance cost. If positive, the resources gets added to city storages. If negative, subtracted.
7- Assigned workers to the resource. Total population * allocated percentage.
8- Percentage allocated to that resource.
MILITARY SYSTEM
I did some major changes to military menu.
Now, you can recruit new units from this screen (bottom down). Also, you can set a recruitment queue.
On the left menu, you can see the current status of all your civilization units. Nothing new here.
But, the major change is in the control.
In the right menu, you have 4 buttons, after select one you will be able to set some flags with numbers in the world. These flags work as calling points, depending on type and assigned amount, units will move there automatically.
Differently to previous version, where you must select and give movement to all units one by one, this new version of the controls is more macro and less micro.
As you can see, most of the changes I did recently are about moving the management of the cities into a macro based gameplay style. Before it was too micro, and maybe too close to a RTS game, which is not the intent of the game, specially because it gets quite hard to have everything under control when you need to do too much micro management.
And hopefully, now yes, I'm done with adding new system and I can start the next stage of the development: adding content and polishing!
See you soon!
Source
