Big news of the good variety here! A new version of Plotz is being released right now. Read the Plotz news for specific details about the new version. Overall things took a little longer than planned, but I'm really happy with the results. Most of the unexpected extra work involved getting the architecture in really good shape for the tutorial, allowing easier updates to it in the future. The effort is going to be well worth it.
The game is at a very exciting stage being almost ready for a public release. Work left to do is mostly art, polish, and then trying to squeeze in a few small pet features that I've been really wanting to add but that aren't make-or-break important for the first release.
For November I'm going to be cranking away to get the last key stuff done so it's ready to be presented to an artist. Right now it's hard to guage but I don't think I'll quite get everything done in November; I expect some of the final work will spill into December. That said, here are my current plans for the remaining stuff I plan to add:
New feature - Soil Toxicity
- Fertilizers will be updated . Some will be organic which have less of a nutrient boost by themselves, but keep soil free of toxicity. Other types will be more powerful but add toxicity to the soil.
- Plants will have a toxicity tolerance added. If soil is too toxic for them they will not grow and eventually die.
- Rain will cause toxicity to be reduced slightly in soil, but will also move some toxicity to surrounding soil.
- Soil will be host to populations of micro-organisms. For now all micro-organisms will be beneficial.
- Micro-organisms will by symbiotic with plants. Plant family will determine what kind of micro-organisms grow there.
- Micro-organisms will enhance nutrients gained from organic fertilizers.
- Toxicity will reduce micro-organism growth.
Fighter Infinity Universe
Good news and, well... change news here. The good news is that I accomplished what I wanted to for October. A new scheme of ship movement was prototyped out and then put in place in the game and it adds a great dimension to the gameplay.
That said, I've been struggling with the idea of whether or not to keep going with this project. It's actually going very well, but the fact remains that it is gigantic, extremely complicated, and still has a long way to go before even basic gameplay will start to feel like the full scope of the game.
With all of that in mind, I got some ideas for another angle of approach where I'm keeping all of the important stuff that I really like about the project, but then simplifying a lot of everything else about it so that it might be a lot easier to work on and, crucially, complete. This isn't the first time where I've gotten then general idea of pursuing a more simplified starting form of the game. In fact it's been a rather recurring theme.
I'll of course be keeping all of the code and everything I've done so far, so if I decide to continue with the uber-version, that'll still be as doable as ever. My plan is to find some time after the Plotz demo is out to try to very rapidly prototype my new ideas and see how they land. This is the kind of thing that happens pretty often and I find it's always a constructive enterprise, no matter how the chips land. For now all I can say is that I hope to have a much better idea of where we'll take this project by the end of this year.