Tuesday 3 February 2015

Ticket Booth and Under the Hood

We've finally got round to modelling a ticket booth at the entrance of the museum. Not only does this mean we have a good excuse to work on the museum entrance mechanics (where players set the entry price etc) but we can also play with how a queue mechanic would work outside the museum. If a large group of guests appear outside the museum we don't want them to flood in all at once, they should have to queue and wait for their ticket!



We've also significantly changed how some of the mechanics in the game work. Information stands are out, and the fakes have inherited their ability (multiply the awe of surrounding relics). We felt that information stands were superfluous and we were rarely using them even though their ability was quite powerful. In addition, we wanted the fakes to have more value, especially in the late game when they were often sold. Now, players will have a tougher decision: do they keep the fake and get an awe multiplier on the surrounding relics, or do they sell it to keep inspectors happy? 

In terms of the format of this dev log we're going to change this to a weekly update. Some work-days don't translate well to a dev log update. Every day we miss an update we feel like we're letting you down or not being consistent. Therefore, we will now have a much meatier update once a week every Friday. The update will recap the work of the week and get much more in-depth with the nitty gritty details of the game. Let us know if you prefer this new format.

In Other News:
We've been featured on Zhatt's Tycoon News! 
We've made big changes to the awe system, making it much easier to use (full update on Friday)
We've created a system to build levels quickly in the editor

See you Friday!

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