Thistlemine Bouquet:
- It's still being held hostage by the local translator
- Translation is 70% done, currently stopped at Astr Glass Eyes
- Because that section is an actual nightmare
Thistlemine Graveyard:
- Covey / Fragment Economy ready, BALANCED
- Tower Stress / Maintenance Economy added, ready, BALANCED
- Logistics Economy ready, not balanced
- Weather Phenomenons integrated, not balanced
- Variable schedule menu and Weather seeding integrated
- UI and menus looking alright
- Dialogue and economy details are in
- Resolution changed to 1280 x 720 (will be further increased to 1600 x 900 probably)
- The game is technically in Alpha now
Originally I was going to throw an early release the alpha but the game is difficult at the moment. The intensity is about right though, as far as turn-based can go really. Not quite the same as Frostpunk Extreme, though still above Hard.
I'm designing and balancing the game on its highest difficulty setting, min-maxed with optimized routes and attack strings. It can only go lower and easier from here on out.
I'll see if I can get Artifact Trading and Upgrading done this month alongside Difficulty Sliders. The codebase for Graveyard, at least in comparison to Bouquet, is clean, easy to read, and quick to modify. I've optimized it to the best of my abilities, allowing development to go by really fast. If it wasn't for the engine I'm using, it would also be equally and easily moddable.
I'd really like to try out player-made scenarios if the engine dev figures out how modding can be integrated past text and images. Unlikely to happen, as modding is treated like piracy and cheating on that side of the pond or something, I don't know.
After sliders and artifacts are sorted out, I can start work on visuals, combat, or another scenario with a modified set of mechanics. I don't know which. Probably anomalis designs.
At the rate I'm going, I'll probably finish before Bouquet is translated. Which is bizarre, as far as development cycles go. Comedy, even.
Hell, I'll probably be done by the time a publisher responds to my damn emails.
Until next time.