December 26, 2016 | Filed under: game design | production line004
You may have thought I’d give myself a week off doing video blogs for Production Line, but you would be wrong. That line of thinking leads to failure, mediocrity and generally not succeeding, whereas doing it anyway is more in the tradition of Elon Musk and other stupidly ambitious people…so here we go.
To be fair, it is a day late. A lot of tiny things got fixed, mostly calculation bugs and GUI layout stuff. The whole GUI style is very much placeholder, but I’m deliberately prioritizing design and gameplay, the GUI can get some shizzle later. I think most Sim/Tycoon gamers are far more interested in mechanics and balance and features than they are in shiny stuff.
My big dilemma, (But I think I’m sorting it as I type), is to whether upgrades should be things that happen to existing slots, of stuff that unlocks *new* slots. I think a goods compromise is to do a bit of either, when it makes sense. For example ‘leather seats’ and ‘heated seats’ are definitely an upgrade to the existing ‘fit seats’ slot, whereas ‘satnav’ is more likely something that gets installed as a totally new thing in a dedicated slot. This might lead to some confusion on the part of the player, but as long as I explain that some research unlocks new upgrades, whereas others unlock new slots, that should be simple enough.
The big problem is do I allow the player to do stuff like ‘heated seats’ before they have unlocked the dedicated ‘fit seats’ sub-slot. I am thinking maybe no… you have to have broken down the production line at least as far as ‘fit seats’ before you can get the option to fit fancy ones…surely? What do you think?