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Multiplayer City/Factory Sim

Rezeyu GameDev DK30 Quarantine 2020 12 13

Description

My goal is to finally build an idea I’ve had for a while. The gist is to have a factory/city builder-lite, with an emphasis on automation, trade, and making the best of what you have. My focus will be on tackling the technical hurdles and getting an MVP/Alpha as rapidly as possible, to figure out if this project is even worth continuing.

Recent Updates

Rezeyu 5 years ago

Spent some time making my splash/intro screen look like an actual game instead of a white screen with black text. Compression killed it, but I have some sweet scanline/glitchytext effects going on.

Rezeyu 5 years ago

This first few days has been very non-visual and ininteresting to talk about. Server architecture is set up, with authentication and guards. Client is now a thing that exists, and my pipeline has been established to build and push to itch.io automatically.

I’m currently working on sending over the itch license keys to verify a user and log them automatically. After that I can test world state retrieval!

Estimated Timeframe

Apr 24th - May 24th

Week 1 Goal

  1. Authorization and basic server architecture2. Ability to create/save/resume world3. World state time processing and advancement4. Basic world rendering and camera controls

Week 2 Goal

  1. Ability to mine resources2. Ability to construct buildings3. Processing of inputs/outputs4. Power / durability systems5. Ability to deconstruct buildings6. Dedicate a chunk of time for UI/UX before it grows beyond control

Week 3 Goal

  1. Ability to see and visit nearby worlds2. Ability to research3. Ability to create/accept/cancel trades4. Flesh out tiles and resources

Week 4 Goal

  1. Begin test plays2. Bug fixes / polish3. Dedicate remaining time to testing and feedback

Tags

  • game
  • space
  • multiplayer
  • mobile
  • factorio
  • sim
  • honeycrisps
  • apple
  • test
  • testing