The Lootbox :^] Update (Weeks 17&18)

JAN 22 – Feb 04

In this first week, I completed the tutorial, preliminarily. I also introduced “lootboxes”, which produced a funny bug. Besides that, I tinkered around with UI / UX and tooltips. I went to the GGJ the weekend inbetween, and didn’t get a lot of sleep, on top of that I caught a cold. I did however get some playtesting for my new tutorial, which proved very successful! During the second week i implemented a few things based on that feedback, and some older things from my todo list. I also spent a good amount of time on the Final Presentation, which I held on Friday. Finally, I thought about the future of the game.

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The Learning Update (Weeks 15&16)

2018 Jan 08 – 2018 JAN 21

I spent most of the first week preparing for the playtest session on Friday 12th.
The playtesting showed me major flaws in aspects of the game, so I decided to forgo multiplayer entirely, in favor of polishing the singleplayer experience. At least until the final delivery date in February. Also, I worked 81 hours on the game total these two weeks, finally reaching the 40hr/week mark I wanted to for so long!
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The Loud Update (Weeks 13&14)

2017 DEC 25 – 2018 Jan 07

The multiplayer I had achieved at the end of week 12 could be called “Co-op”, all players in the game controlled the same buildings and subjects. Week 13 was spent turning that into opposing players. The following week I decided to add some polish to the game, so I added some menu stuff and I finally introduced sound.

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The Multiplayer Update (Weeks 11&12)

Dec 11 – DEC 24

As was my plan, I spent these two weeks diving into multiplayer. Although I’d had many challenges along the way, and was about to give up on at least three occasions, I managed to pull through, and fully implemented multiplayer by the end of this phase.

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Implementing the Workforce! (Weeks 7&8)

Nov 13 – Nov 26

Not much happened in the first week of this phase, but the second week had been my most productive at that point! I properly implemented subject hunger and death. I improved the serf behaviour a lot and implemented the Harvester and Crafter type subjects and behaviour, specifically the Lumberjack and Carpenter. I also attempted to use source control for the project…

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Construction Sites and UI (Weeks 5&6)

OCT 30 – Nov 12

I spent 4 days during this time on the Bluebyte Game Jam, so the time I spend on the game was reduced. I implemented constructing buildings and destroying them (without crashing the game) as well as UI for Buildings and Subjects. I also improved the Camera movement a little.

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Getting into the thick of it (Weeks 3&4)

Oct 16 – OCT 29

I got a lot done in these two weeks. I dived into AI behaviourtrees and expanded on what I had done before. A lot of my time was spent on the item delivery system, and on restructuring the class-design. I hit a lot of obstacles I didn’t expect, but managed to solve them. We also had the first presentation among our peers.

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