v.0.4.1


Another update!

Mostly backend stuff, but there are two important things on the gameplay front.

Production batching

First is the resource production batching. Previously, if a building produced two or more resources in different amounts (e.g. the Pump produced 5 water and 1 stone), you’d have to wait for the entire production cycle to finish to get both the resources. I didn’t like that, as I wanted the pump to provide water more quickly and continuously rather than in large chunks once in a while. I considered changing the production code so every full unit produced would be instantly added to the resource pool, but I think having the possibility of bulk-only production on a building will be good for future balancing.

So, instead I made it so every production output can have batch amount defined. For example, the Pump now has the water output batch set to 1, so every produced unit goes immediately to the pool. In contrast, the Hydroponics and the Wood Farm have their production fully batched, so you’ll only get the resources when the production cycle is complete.

This along with some other upgrades to the production code will make it easier to balance everything when more buildings come into play.

Building worker visualisation

Since everything looked the same, you couldn’t tell which building has workers and which is empty. Now that problem is gone!

Changelog

  • rewritten resource production code to be FPS independent
  • stability improvements to all resource usage & production
  • added resource production batching
  • resource production & usage progress bars
  • added building worker amount visualisation

Files

landfall-html.zip 26 MB
Version 2 Oct 07, 2023
landfall-windows.zip 32 MB
Version 2 Oct 07, 2023

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