Progress update/future plans (Patreon)
Content
Relatives screen. Relatives have been a big issue for me to figure out the best way to deal with it. If you tie the data to the slave, you won't be able to extract data after losing it. Managing connections in ever-growing tree is also somewhat complicated. In the end I decided to make a separate data entry for every new slave with formed family connections, then grab data from it. This will also allow to include lost slaves (killed, sold and so on) and will allow pretty flexible relatives tree. Good thing is, its nearly done. On top of it, I'll be introducing a new slave-tooltip. Similar to existing custom tooltips used for most things in the game, but this will include slave's portrait and perhaps some additional graphics for easier comprehension. Speaking of which, I really should add some simplistic system for game to assign user added portraits on random...
The second one is combat. There's 2 main issues with combat which are not doing it favor and makes me wish to redo it. Firstly, the whole existing sequence allows little alternatives and in-betweens. It was done poorly due to my low experience in the area, and now its time to fix it. The first goal of new combat will be an easy introduction of animation inside of it. Naturally, by 'animation' I'll be meaning a popup numbers and some basic GUI highlights in first place. This will allow us also to reuse it for another project with an actual animation (if other project would do it nicely).
Second issue, is more of a gameplay philosophy one, but its the one which will be taking more space. My original game design gimmick was to be quite ambiguous about nearly everything, giving little short-term feedback to the player. Now I realize, this is actually not really good idea. I'm not saying its entirely false, because few hidden interactions between actions and items are quite satisfying to discover (as long as they are not mandatory for comfort play), but in general you want to give player as much info as possible, especially so in strategic/management games, because only then they can make educated decisions. So, that said, I'm planning to dumb down the combat system. Current power/overpower/dodge system is mostly hidden AND unusually complicated. I don't expect players to figure out how values are interact or even knowing it, figure out the results before the computer. Instead I'll be making something way simpler, straightforward and nice-looking. Then modders will also be able to work with it with better understanding on how to balance their additions.
That's about it for today, thank you for your attention!