1000 Year Ruler - Dev Log

A few updates this week. Spent most of my development time working to release another game that I have been working on: Crank Blaster [link to release post] [Full and demo game available from itch.io]

Started working on a missions system that will give the player some concrete tasks to do to help learn about some of the options in game. Also some popups with descriptions that only appear the first time encountering something, for example the first time in home town or first time in a foreign town.

I’ve had some good feed back from a play tester and have a list of improvements to work through.

Mission and first time home

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Updates for this week:

- Playermenu updated popup code

  • Playermenu view battle items and use health potion
  • Health in playermenu header
  • In battle after using an item player switches back to attack
  • food rewards for more animal kills
  • Gather quests remove gathered item as soon as you have enough to prevent using resources earmarked for the quest
  • Player will move most of the way onto a new tile before encountering the event (Quest events will be after finished moving still)

Noticed weird behaviour with the families some spent a lot of time working on family AI to make it sensible.

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Updates for this week,

I took two weeks off for the Christmas break.

This week:

I’ve got the AI for the families working better, tested it out and it seems to work well. I’ve added some new missions for the player to complete to learn about the game. I’ve also added arrows to the main menu in the town to show when you can scroll for more info. I’ve added a castle to the home town. The play can use the castle to rest and recover health, and spend money to upgrade the castle. As you upgrade the castle the healing works better and you get a better looking castle.

Here is the image table for the castle: