Better Schedules, Day Tracking, and Killing!!!
After spending the last 5 days working on the project, Ive done a lot of stuff with it!
More Refined Schedules that sync with the Newly established Day Tracking System meaninggg
The first 2 Days are for messing around (or well NPCs roam around) and the last 3 days are for working (if you have commercial and agricultural areas)
Also I brought the commercial thing which you press 4 to access it and 5 for the ability to remove things and I made this super cool way of killing your npcs!
It basically deletes them, I wanted to go for a more matrix like way of killing instead of the traditional edgy gory explosion, I should watch The Matrix tbh… Anyways!
You can just click the NPCs to kill them without any special tools but ye thats it well I mean I updated schedules to be more refined for future stuffs so yeah!
But without further ado, here is the newest build for da game and I do hope you all enjoy it and like always feedback is greatly appreciated!!! <3
oop well ig its out on gd.games now lol
I was planning on doing it anyways, but Ima get started on preparing for a itch.io release
Also Price Changes
Roads: 5 Foods
Agriculture: 10 Foods (FYI: Agri now produces 5 foods for every Agri placed)
Residential: 15 Foods
Commercial: 20 Foods
After a bit of work, here is the cover art for the game which also has a name!
Project SOURCE
Some Lore
During the 1940s, Avo Industries had created functioning servers and used this to create a virtual Simulation for something called “Project SOURCE” it had proven successful and they developed sentient agents for it in the 70s to assist in developing and creating an almost realistic copy of the Solar System, but due to a split with their weapons division which had reformed in STRAY, Avo stopped all development on Project SOURCE
Then in mid 2005, a man named Jeremy Griffen had found an old computer at a scrapyard in Romania and brought it home and when booting it up, the computer was revealed to be one of the last remaining computers running on the AvoOS from the early 50s which contained the only not corrupted copy of the Simulation and with this, Jeremy began testing and developing it and created a special type of system that gathers Soul Particles from cremated individuals and transfer an accurate copy of the individual’s soul directly into the Simulation
Eventually in late 2006, Jeremy received the ashes of his younger sibling who passed away in a mysterious housefire earlier that year and took advantage of the soul transfer system and soon his younger brother was in the Simulation, but he escaped a week later due to gaining control of outside technology and this is the last that is seen of the Simulation as it was seemingly destroyed
But the Simulation after losing the one thing hosting it, the place was rendered nonexistent and it was moved to the IA and merged with other versions of it and eventually when Pyx (yes, the reality discussed in ENYX) is also transferred to the IA after its inhabitants were screwing around with time to try and reverse the very thing that started the “TOA Cosmology” and this brings us to now
The Simulation is an adaptable living entity that relies on data to keep it stable and it is attached to Pyx to keep both Realities alive and well yeah
The game doesn’t really have a premise and takes place in the Simulation with no plot whatsoever (kinda like minecraft… I think)
At some point, I gotta do some research and figure out how to implement autotiling, but for now I can just use preset mapsss
Since ENYX is no longer in development
I will be upholding the thing and when I make splashtexts for Project SOURCE, they will advertise Worlda and Twardy 2.0 and link to their respective websites
I should play Worlda soon tbh lol
Game is blank canvas…? not sure how it works
If you are going to link Twardy 2.0, make sure to use this link: https://99-studios.itch.io/twardy2
If you are going to link Worlda, make sure to use this link: https://gd.games/crowbar_coder/worlda
Thanks
Controls would have to be somewhere in this thread and I do plan on adding a little menu which tells you the controls
So for now
~ lets you access the Data Menu and clicking it again will take you back, clicking the text in the data menu will change the Essentials Counter (the thing that tracks food, money, and or population), said counter is at the left side of the screen and the Day tracker is on the right side
Clicking 1 will create roads
2 will make Either Houses or Agriculture
3 will make either houses or agriculture
4 will make commercial
5 will let you refund placed structures and remove them
Clicking on a person (note: you do not need to click a key to do this, you are able to do it just by clicking them) will kill them
Placing a structure on another structure will destroy both as well as take away some of your food (if you have zero food or less than 100 then you’ll go into debt)
For every 1 Agriculture placed you’ll gain an extra 5 food
Currently the money counter is obsolete so dont bother with that one
Use food tracker to track food when placing structures
Use Population Tracker to track population (when a house is placed, the pop tracker is increased by 1)
It is highly recommended to place at least 1 Agricultural Buildings before anything else as these will be your main source of income and without them you might as well start over (unless you have residential and enjoy the thrill of murder :3)
But that is about it
Phases
Development of Project Source will be in phases which has the intention of expanding on the lore as well as being plentiful and ripe with content and QOL stuffs!!
Phase 1 which acts as the game’s itch.io (and further) release will be called REDUX
Currently as the project is still not even ready to be released publicly, I will have plenty of time to do more with it but right now with the next release being soon, it will include an actual UI and the one after that will inclu- Anyways as to avoid giving out too much information that is all for now!
User Interfacee!!!
I have made a UI and well… yeah
Thats it
nothing more…
just a UI..
:3
Titlescreen, Controls, Oh and QOL Fixes!
I did some stuffss and well ye, the game has a cool new titlescreen and controls which will tell you what to do and all that and not to mention I adjusted the creation/destruction mechanic so instead of going back and when building stuff, you can click one thing, place as much as you’d like and right click to remove it and thats about it!
I hope you all enjoy this and as always feel free to provide feedback and or suggestions!!!
Alright so I got splashtexts set up now and the links work too sooo I can actually do maps and such!!
I love working on this tbh
Splashtexts, Updated Controls, Parks, and a Moveable Camera!!!1!1!!111!111!!
Alright so I updated the control/guide menu for this, and you can now convert food to money! (not recommended tho lol)
Not to mention the camera moves now and I’ve added splashtexts and 2 of which will link to Twardy 2.0 (@WorldStudios’s game) and Worlda! (@Crowbar_Coder’s game)
Now my favorite two parts of this update!
- Parks
- Animated Agriculture Structure
Anyways that is about it for this update, I do hope you all enjoy it and as always, feedback would be greatly appreciated!!!
Oooo nice, Im gonna get started on the next update