Manual production and dungeon design

Aug, 11

The first feature that went into the next update is manual control over workshop production. The randomness in the previous versions was temporary, although it took me a while to get to that :P. Items also have their cost now, and the economy will be modified to accommodate that fact: resources will be more plentiful, but they will take longer to extract. I’ll also have to change imp AI so that they don’t get stuck mining when there are more important things to do.

The new system is pretty smart: traps are auto-scheduled for production as you place them in the dungeon. Minions will also look for something to do in other workshops if the queue in their current workshop is empty.

You can also notice another change in the screenshot above. Floors and various furniture have been discoupled, so you’ll have much more freedom in designing your dungeon. All the furniture, like book shelves, training dummies and workshop tables will block creature movement from now on. The various types of floors might influence things like efficiency, minion attraction, combat, etc. (I still have to design that part). Rooms will be upgradeable.

It might also be time to let the player reinforce dungeon walls and make the prettier.

I’m planning to add one more gameplay feature, which I will discuss in the next blog update. Besides that, I won’t try to stuff much more into Alpha 20. I think just polishing and balancing the new features will take enough time. There are also a few things from the campaign updates that need fixing, like travel constraints.

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