Dev Blog #12


Progress Report














Needy Citizens

September 2018


Another month has passed and we’ve got an update for you! The majority of this past month has been focused on implementing the needs of citizens, including hunger, energy, thirst, etc. Citizens now attempt to handle fulfilling their own needs, as long as the required items to fulfill that particular need are present. An example of this can be whether or not you have food for a citizen to eat. Additionally, citizens will continue working on other assigned tasks if you don’t have the required item but will prioritize that need once said item becomes available.

Future plans for the needs system includes causing citizens to work at a reduced rate when multiple of their needs aren’t met, which will be attributed to a new stat we have yet to introduce known as wellness. As long as you keep citizens fed, happy and rested, their wellness will stay high enough for them to work at a regular speed, but failing to meet their needs will make them less receptive to your command, thus slowing down on assigned tasks and potentially not following your directions at all.

This month our focus will shift towards our combat system, allowing us to add more tasks such as hunting. Of course, we have been working on optimizing a large portion of the project that we currently have in place, both visually and on the backend by changing around some previous systems to better integrate with our newer ones.

As far as the pre-alpha release we had discussed months back, we have decided we want to have a much more polished project for the initial testing, so hang tight.