Not as many changes this week as I'd like (as per usual), but at least regular progress is being made and I'm still having fun with it.
This week:Taxes (taxes are charged every week, at a rate per square of your farm)
Taxes simply exist to give more persistence to the world, and curb the income of farms that are much larger. Most importantly, though, they will likely be one of the only signals to identify you as a long-term player, as most of the leaderboards will be rotating on a weekly basis. These taxes paid will later change the game world further.
Newest player bannerThe newest player that joins will be shown on a banner over castlebrook. I want this to look more subtle in the future, and am working on real-time indicators for who's in the game on the overworld screen (I want it to feel like there are other people there).
Farm DetailsWorking out the details of an event storage system that I can use for leaderboards and 'high score'-esque records (largest harvest ever, etc.). This will give players more goals to work against, but for now it just lets us put a simple details pane on the farm.
Public routingMost of the game space is now public without sign-in (taking advantage of having a web-based game).
For example, here's
one of my favorite oozes AND
here is castlebrook.
I'm still tuning the timing of the game. It's still 12 hours between each harvest and about an hour for an ooze to sprout. Because of these pseudo incremental features (combined w/ the rest of the game's mechanics), I'm still struggling to figure out how to describe this game to people. More importantly than any of that, the sort of primary 'game loops' (for the lack of a better term) aren't really complete. The pace of the game is intentionally slow, so the plan is to make the goals clear and variable, fostering interactivity between players, which simply doesn't exist yet.
Until next time...