We're still alive in the dead city!
Hello all! It's been a little bit since this project was last updated, so I just wanted to give people a status update. And, a near-term development roadmap!
I've currently been focusing my game-dev time and energies on finishing up Neongarten, my cyberpunk city builder. That game should be released around the beginning of April, allowing me to return to filling out the dead city.
Once I get back into it, here's the first four major updates:
1) Map improvements - reduce dead zones in the map (already implemented), cache pathfinding results to improve performance, and allow spells and stories to change the terrain.
2) Revive the Storyteller - this early feature was frozen while I reworked the 'story events' and arcs into 'hero decisions'. I'll bring back things like smarter selection of stories and creating 'arcs' instead of just one-off events
3) Map of the Future - bring in two "domains" that must be explored and appeased in the game. Create game over conditions with different apocalypses if the domains are unchallenged.
4) Embark screen and guild setup - allow the player to choose the heroes / traits that go into the starting guild selection, add more variety to the initial set of hero decisions.
Long term, the "domains" will provide much of the antagonism in the game, inspired by the system in DotAGE and Dungeon World. I look forward to seeing where this all goes!
Cheers,
Josh
Get Beneath a Dead City
Beneath a Dead City
A procedural narrative colony sim
Status | In development |
Author | Joshua Galecki |
Genre | Strategy, Simulation, Survival |
Tags | City Builder, Fantasy, Isometric, Management, Narrative, Pixel Art, Procedural Generation, Singleplayer |
More posts
- Version 0.2.2 released - minor patch63 days ago
- Beneath a Dead City released!65 days ago
Leave a comment
Log in with itch.io to leave a comment.