Hello, blog mailing list recipients and blog post readers! This week, a brief update on the state of Voyageur development, and some notes on things that have recently gone into the game.
First of all, some more questions from Twitter:
@VoyageurGame How does/do the economy/economies on Voyageur work?— kettlemeister (@verityvirtue) 12 de agosto de 2016
Voyageur doesn’t have a complex economic model; since you can’t go back and forth on a trading route, there isn’t a lot of complex economics going on behind the scenes, and instead the focus is on players being able to figure out what characteristics of a planet mean what for the prices of goods on that planet. Every planet has an economy dominated by one type of activity (tourism, agriculture, mining, and so on) and a general economic state (boom, bust). Those are the most important factors, but there are a few other wrinkles; for example, exotic foodstuffs are more valuable on barren planets where growing food is difficult.
@VoyageurGame Will iCloud saves be supported for playing on multiple devices?— brerlappin (@brerlappin) 14 de agosto de 2016
I do hope to support save game backups via iCloud on iOS devices.
Keep sending in questions!
Content is still going into Voyageur; this week, I added a small storylet involving exploring a city-world. The best part of this, of course, is writing a small procedural corpus to generate street food from across the galaxy. Here’s some sample output:
Soon, I will be starting on broader device testing, making the game look good on larger screens (such as tablets), and platform-specific code to make sure both Android and iOS experiences are ideal.
I am also getting closer to a release date; watch this space. Voyageur will be released simultaneously on iOS and Android.
I’ll be slowing down on dev diaries - expect the next one in two weeks.