I finally finished the story of Idle God 3! It took me an entire month to write. It was a little weird, writing parallel stories instead of one direct story. However, I'm satisfied with the result. I showed it to some people and they also liked it. A Reddit user wrote about Idle God 2, that I sound like a 12 year old on LSD. Looking forward to his review of my third game.
I decided against posting assets(pictures) every week because I would rather it all be a surprise. The game looks and feels beautiful though. :)
I can't work much on it this week because of midterm week. However, the week after, I will have the entire week off. It will be a week full of coding.
This week, I'll hammer out the 50 or so buttons that have to be programmed, integrate the visual aspect of the buttons and the hover animations. Next week will be focused on implementing the cost of all 50 upgrades and the progressive functions of the cost and benefits of each upgrade.
As I stated previously, the upgrades won't all be related to stat incrementation. There will also be a stock exchange, where the cost and benefits scale to your current resources. This keeps the player from getting a carpal tunnel disease, by allowing him to transfer his entire stock into the resource he desires.
I also mentioned enemies previously. Basically, resource production will be in reversely proportional influence of an invasion presence. You will have weapons you need to buy to defend yourself to keep resource production over time constantly high.
I think that clicking a single motionless button gets kinda boring, so a new dynamic system is also being hammered out.
I hope to be able to publish by mid-march!
Cheers!
I decided against posting assets(pictures) every week because I would rather it all be a surprise. The game looks and feels beautiful though. :)
I can't work much on it this week because of midterm week. However, the week after, I will have the entire week off. It will be a week full of coding.
This week, I'll hammer out the 50 or so buttons that have to be programmed, integrate the visual aspect of the buttons and the hover animations. Next week will be focused on implementing the cost of all 50 upgrades and the progressive functions of the cost and benefits of each upgrade.
As I stated previously, the upgrades won't all be related to stat incrementation. There will also be a stock exchange, where the cost and benefits scale to your current resources. This keeps the player from getting a carpal tunnel disease, by allowing him to transfer his entire stock into the resource he desires.
I also mentioned enemies previously. Basically, resource production will be in reversely proportional influence of an invasion presence. You will have weapons you need to buy to defend yourself to keep resource production over time constantly high.
I think that clicking a single motionless button gets kinda boring, so a new dynamic system is also being hammered out.
I hope to be able to publish by mid-march!
Cheers!