Friday, 19 December 2014

Fake & Relic Examples

We've been working on fleshing out how the actual models will look in-game today. We're sticking to vertex colours but we've added ambient occlusion maps to add extra detail. So far, we're really happy with the results!

An Osiris Statue Relic

A Fake Egyptian Mask (Blatantly Fake)


And finally a better render of the relic stand:



Tuesday, 16 December 2014

Awe System

The awe system is a key mechanic of our game. Every relic has a set amount of awe. When guests pass this relic that awe is transferred to them. Once a guest has acquired enough awe they will be so impressed that they will want to donate money. Therefore, making sure that you have the best possible arrangement of relics is important. 

A large chunk of the game’s tactics comes from the placement of relics so we needed a way to visualise this system to the player. When a player places a relic, bars appear from the ground that correspond to each theme. When the player moves the relic they can see how the relic’s individual awe will impact the surrounding environment.


By using this information, players can take advantage of large awe spikes by placing donation stands nearby. This system also works for information stands, which act as awe multipliers to existing relics:


Awe can also be taken away, as shown by a randomly generated burglar below:

An unplanned burglary during our gif making


Litter/Janitor System

We’ve now implemented a littering system. Once guests have eaten or drunk an item they have a short amount of time to find a trashcan. If they cannot find one, they will do their part for the environment and throw their litter onto the floor. 

Litter around food and drink stands

Litter is an important mechanic in the game because it lowers the impressiveness of surrounding relics. The dirtier your museum, the less likely people will be impressed and want to donate. Therefore, it’s important to hire janitors who can roam your museum cleaning patches of litter. In addition to cleaning the floors, janitors also need to empty full trashcans and clean dirty toilets. 

Janitor cleaning litter


Friday, 12 December 2014

Guest UI

Guest UI

This week we’ve implemented the first iteration of the Guest UI. It may look rough and ready now but this UI displays the key information about a guest. 

Guests get hungry, thirsty and bored and it’s important to know where the bottlenecks are in your museum. We will be adding global info-graphics later down the line but for now it’s good to see how an individual guest is feeling. There’s also an inventory system in place that shows what the guest has bought and if they have any used items (litter mechanics coming soon).

 We’re also making a thought-bubble system: guests will chirp up when they’re hungry or need the toilet but will also think about whether or not that relic looks suspiciously cardboard-like.

Thursday, 11 December 2014

First!

Hola!

This is just a test to kickstart the dev log. There will be regular updates and articles on this blog that detail our design process, our marketing efforts and information about the games we make. We encourage any feedback and discussion and we hope you enjoy the content we post!

Luke Finlay-Maxwell & Gustavo Costa
MojoBox Games