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