Devlog 2: 9/10/2023


Devlog 2:Gilded Genso Gangster Prototype 2 9/10/2023

Welcome back to Gilded Genso Gangster. To start off all future devlogs I list changes to the game, new features and bugfixes from this point forward. As such let's start with what's new/fixed in build 2:

Bug Fixes:

Increased background of black box for pause text to match length.

New Features:

Added Into and ability to select a Matriarch, either Yachi, Saki or Yuuma, who give different effects on resource making/sell prices of resources.

Added money implemented selling calculations for speakeasy buildings

Allowed purchasing of buildings, including the new speakeasy.

As for the rest of this devlog, I shall go over a rough roadmap for what I want out of this prototype and what my goals for a finished game would look like.

For the protoype the goal is to create a management style game that can also switch to a turn based tactics game for combat. Ideally there will be two major management maps and 4-6 inner tactics maps. There will be one universal AI for com opponents on management maps and another AI for combat maps. There will be several building types including production, income/selling, and modifiers. These buildings can also be upgraded or replaced at the player's discretion. Victory conditions will vary, from percentage of buyable properties owned, money/resources collected, or elimination of opponents. Artist asset-wise, there should be no obscenely missing textures, however placeholders will be present. For music there should be at least 3 ambient background soundtracks made. And finally the ability to modify simple options, such as screen resolution, music/sfx volume, as well as a working main menu and save system. 

For a finished game, hopefully multiplayer against humans or bots are possible. There is also a goal for a single player campaign spanning over 20 missions: five missions minimum for each Matriarch, followed by a final united campaign that lasts at least four, if not more depending on how each Matriarch missions pan out. There is also hopes for a random or semi random designed levels for replay value in non-campaign or properly designed missions. And of course there would be more soundtracks, better art assets, a more refined method of resource calculations and other minor size/stability improvements along the journey. 

Though nothing is set in stone, consider that the goals of this project, should it reach such fruition. At best expect only for the prototype goals to be meet. But, hope for the best, as I will too.

Thomas

Files

GGGCurrentProtoBuild.zip 3 MB
Sep 11, 2023

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