Resources Update

Core functionality

After countless hours of hard work and coffees drunk I finally managed to get the gathering-depositing cycle to work.

  • Worker unit type.
  • “Gatherable” resources (currently only “gold” as a placeholder resource type).
  • Worker unit specific actions:
    • Gathering resources
    • Depositing resources
    • Remembering where the base and the mine are
  • High IQ worker brain allowing workers to remember the whole gather-deposit cycle.
  • “Sidequest” basic UI system to show available “gold” and verify that it’s getting deposited.

I had to use cube placeholders for the base and “gold mine”.

Worker units are notorious workaholics

Similar to the “combat unit” brain - worker unit brain is limited and by design worker units start blindingly mine gold as soon as they detect a gold mine in their “detection range”. This brings an importand gameplay decision; should the workers “work” after being attacked or should they defend?

Open questions

  • How many resources types?
  • What should be the main resource type? Dice mining is unrealistic and realism is my highest priority :)
  • Should gathering/depositing be affected by “dice roll” result?

Ongoing work

For the next update I want to focus on the production system. This is the core feature and requires multiple sub-systems so following features will need to wait for polishing:

  • Mine and base models
  • Better combat system
  • Random map generator