Friday, 16 January 2015

Alpha Test (1)

The first alpha test has been sent out! This version is essentially a 'pre-alpha' and is very rough around the edges. We hope to get valuable feedback on gameplay mechanics, exploits and bugs. If you want to get involved, send us an email at mojoboxgames@gmail.com and engage on our subreddit 'Museum Tycoon'

Museum Tycoon Subreddit



Poop Animations

This is something we implemented a while ago but haven't really shown. Guests have unique animations that are triggered by their needs. If they are thirsty they will hold their head, if they are hungry they will rub their stomach and if they need the toilet they will clutch their bowels.

What we've added (which we think is quite neat) is that these animations slowly tween into their full state depending on the severity of the need. So if a guest is at 30 need for toilet, his animation is less intense than if his toilet was at 0. It's a subtle difference, but when museums are busy it helps differentiate guests and make them look unique.


Toilet need at 30

Toilet need at 0

This tween is implemented with every guest need animation in the game. These animations also help with gameplay: if you see a part of your museum where everybody needs the toilet you know you've found a gap in your loo coverage.

In Other News:

  • More memory leaks found and plugged. Hopefully no more random crashes!
  • Finally got round to making a placeholder Janitor icon.
  • Getting everything ready for the first alpha test! Will have a post on this within the next few hours. 

Wednesday, 14 January 2015

Tutorials

We've been making the first iteration of the tutorial over the past few days. It will teach the player all the basics such as building paths, hiring staff, gathering relics and placing fakes. There are still things that will probably need clarifying (information stands etc) but for now we think it's a good bare bones introduction into the game.

Text is still placeholder; will change before testers'
get their hands on it


In Other News:

  • We've also been playing with environment shadows to help give a better perspective in the game:



  • We've done an optimisation pass to get the game running faster.
  • Improved some of the floor and wall textures.



Tuesday, 13 January 2015

Thieves

Just an update on how thieves work in the game.

There are two types of thief. The first is your classic 'Mission Impossible' style thief who comes in from the ceiling. If there are no security guards around the thief (or thieves, depending on the size of the relic) he will carry out his heist and pull the relic up through the ceiling.

Ceiling Thieves

The second type of thief is more subtle but just as damaging. Donation stands need to be regularly emptied in order to reap their rewards. However, if there is a full donation stand with no guard nearby, a thief might take the opportunity to steal the stand along with the $250 chunk of cash inside!

Donation Stand Thief (Smoke Bomb Animation Still Needed)

So the message of this post is to always take good care of your security guards and pay close attention to any security gaps in your museum!

Monday, 12 January 2015

Relic Van

Just a quick post about the relic van!



We finished the relic van today which delivers your legal and black-market relics. All relics will stack outside of your museum until you click on them and place them inside.



Next up will be animating the van and having a guy come out to drop off the relic.

Friday, 9 January 2015

Pathways and Patrols

We've been focusing a lot on improving existing systems over the past few days. Firstly, we've improved how paths are made. Before, players had to click each tile individually. Now, you can just drag and drop:


The other major system that needed an overhaul was the security and janitor patrols. Before, you would click and drag out a circle radius which would indicate a guard's patrol route. Now, you can assign and remove specific tiles to give more precision to your patrol routes. The new system is also much easier to understand for new players:


In other news, we've made new walls and added windows to make it feel a bit more museum-y:


Finally, we've also re-made the relic crates. They now have a better style and ambient occlusion:




Tuesday, 6 January 2015

Buying Land

We've been working on buying land today!

Before we began, we had a debate on which method of land buying would be best for our game. The first option is to allow the player to buy tile-by-tile (like RCT). The second option is to create predefined rooms per level that the player can buy (like Theme Hospital).

We chose to have pre-defined rooms for two reasons. Firstly, it allows us as designers to cram in more challenges (difficult rooms arrangements etc). Secondly, when you look at our game, buying tile by tile isn't really needed: players would just buy small chunks of land when they needed to which is neither compelling gameplay-wise or attractive to look at.

While the way players buy land is now more linear, we've retained some sand-boxy elements with the actual land value itself. The cost of each room is calculated by the number of tiles in the room multiplied by the tile price. This is important because it gives us the freedom to increase or decrease tile price during a scenario. For example, if your museum has a bad reputation and is covered in litter the land value may decrease around you. This acts as a natural elastic band for players who are struggling. However, it can also be used in more threatening and interesting ways. Perhaps you've been lining your pockets with mobster money: this might make the local mayor unhappy and as a punishment he may increase the land-value around your museum. Having land-value as a variable gives us another tool to leverage with the player.

Onto the actual land-buying itself!

We've started work on a fancy animation for when you buy a new room. We've also created a toggle to see where rooms are available to buy (The blueprints on the ground):


We've also created the buttons to view land for sale:


In other news:

  • We've replaced all of the floor tiles with textures instead of vertex colours. It looks exactly the same but has saved us a ton of draw calls and optimised the game significantly. 
  • We're starting work on improving how security guards patrol. Will have an update on that tomorrow.
  • We've also made a few more Egyptian relics, which we will reveal at a later date when we have more to show.