v0.3.2 - The Tutorial Update
Once again, like with DD58, I had high expectations for this iteration of Planets For Sale. However, there's only so many hours in a day and you have to keep healthy- there's no point sacrificing yourself to make a game if you wind up dead from it.
There were still very big changes with this update, especially under the hood. One such major change was to how the buttons work. For previous versions, it was hard-coded what building button did what. This would not be feasible with more buildings or with being able to choose what buildings you have during your runs, so as part of the tutorial update, it was changed so that building logic is dynamically loaded instead. You can see the difference while playing the tutorial sequence. I still hope the next major change will have you selecting buildings during a run.
As I mentioned, there's now a tutorial! The previous "tutorial" was basically like the rulebook to a board game, and was heavily criticized from all angles. For some it was too wordy and boring, but for others it didn't explain enough. Between that feedback and the pain of updating the damn thing, I decided the top priority was implementing a real tutorial, which meant adding cutscenes! Planets For Sale now has cutscenes with characters! All of them have placeholder art and names, but they're there! And while 90% of the cutscenes added are for the tutorial or teaching the player specific mechanics, there are still some that are meant to show more of the world and characters.
As the tutorial was the biggest addition to this version, please give me any and all feedback on it.
Version 0.3.2 Changelog
Major Features
- Added cutscenes. Some even have choices!
- Added a tutorial told via cutscenes, featuring Miss Tutorial (actual name TBD). Depending on your choices during the initial starting cutscenes, you can end up with a full tutorial, just the advanced informational scenes, or none at all.
Minor Features
- Buildings are now dynamically loaded at the start of each planet. This is pretty much only applicable for the tutorial at this time.
- Planets are now dynamically loaded at run start. This is pretty much only applicable for the tutorial at this time.
- Added a new planet: Training Simulator, a VR world for teaching new captains how to do their job.
- Added a new building: Module Compactor.
- Added a new resource: Modules. These will be important later.
- Added music by yungtown. Check him out: https://x.com/yungtown
- Removed the instruction text from the UI.
- Updated some of the SFX around contracts.
- Updated some abilities to be free abilities- these do not cost power, money, and do not trigger post-action sequences.
Bug Fixes
- Fixed a crash if your current money ever went negative. Fitting but not intended.
- Fixed Hardlight Array's secondary ability giving you free money instead of charging you for using it. Thanks ADMAN!
- Fixed "Sell X of a resource" contracts not working if you sold mixed qualities, for example selling 4 low quality and 1 high quality did not count as 5 total.
- Fixed some buildings still having old text.
- Fixed the pool of contracts being really weird on certain planets, especially those with a lot of one resource or those with an even balance of them.
- Shrunk the game executible. This will be an ongoing effort.
What's Next?
- Building Selection.
- More buildings.
- More cutscenes.
- Actual art? If you're an animator/modeler, hit me up.
- 8 planets? We'll see.
Files
Get Planets For Sale
Planets For Sale
A Roguelike About Space Capitalism
Status | In development |
Author | comfycatgames |
Genre | Card Game |
Tags | Economy, Roguelike, Sci-fi, Space |
More posts
- v0.3.1 - The 3D Update73 days ago
- 0.3 - With Actual Planets!May 03, 2024
- 0.2.3 - From Rounds To NotMar 01, 2024
Leave a comment
Log in with itch.io to leave a comment.