Dev-Diary: 65

Wow I am exhausted.

In an attempt to not only get Management In Space done, but also to cram in as much amazing content as possible, I’ve been basically non-stop coding. Constant bug-fixes, more stories and options, optimisations, etc. The big one I tackled today was fixing the primary event management system. See, M.I.S. focuses a lot on the random events that occur and how you deal with them. Do you prioritise resource collection, do you focus on attack and defence, or do you find ways to manipulate the odds in your favour? One way I tackled this in an attempt to give more power to the player was to implement a focusing system, allowing the player to tell the station to prioritise certain modules over others. This works well, but something was still amiss.

Up until today, game events occurred according to base-time plus a random time, partly scaling with difficulty and partly incorporating a variable prioritisation function. In the short-term it worked because it simulated a semi-chaotic space galaxy was kinda cool! Though as the game expanded, there rose a massive discrepancy between runs; sometimes you could play for ages and barely encounter any enemies, then another you would immediately get swarmed by pirates and be destroyed. This is not ideal for a game that focuses on strategy and survival. While I still need to work on the difficulty scaling a bit, I’ve completely re-written how events are tracked and timed. There is now a semi-set structure to the play of events, with a background set of less-impacting random events that still give the game a delightfully chaotic and living feel to it, but not so heavily that it will destroy a run. While the new system will need to be judged over time, it seems to create some level of consistency across runs, allowing players to better approach each return to the game.

I was almost going to take a photo of all my notes about event timing and structure because it looks kinda cool, in a… messy kinda way… but I realised that I would be giving away all the event timing secrets so instead I’ll leave you with another gif to represent my current mood down below~

I still have a way to go, but I’m getting there. And the game is getting better and better every day! I promise it’ll be worth the extra time I’ve put in. Anyways till next time, all the best~
^,,^

(Oh also the website got updated and should be fixed now woo!)

Dev-Diary: 64

Hey everyone!

So I’ve been pretty dang busy. The past month was meant to be focused on more art-assets, but at the start of the month I had a handful of different people have a go at the current build. The feedback was very positive, and aside from the numerous bugs that popped up, there were a lot of suggestions made. Many of these were simple things, usually along the lines of, “Why can’t I do this?” to which my response was always, “You’re right! You should be able to do that!” As such, I’ve been implementing a lot of little upgrades to the game and just going down the list of bugs that needed to be fixed that either didn’t previously know about, or knew about and didn’t want to deal with at the time to keep working on the larger picture.

In addition to this, I’ve been working hard to get all the content into the game; all the stories, events, NPCs, and modules, as well as trying to balance them all out. I’ve been working on art as well, and while I have happily completed plenty, I still have a long way to go. I’ve also implemented a ‘Station Select’ option, which allows you to start the game with different preset module layouts, encouraging players to try different strategies to survive as long as possible. I’ve left a screenshot down below as a little treat, showing off the current Sector screen. Comparing it to an earlier screenshot, you can notice a handful of little updates, a lot of them suggested by players, as well as some of the visuals coming together.

On a much more personal note, something I’ve been trying to work hard on lately is my mental health. Working on a game can be a lot of stress, and while I have a handful of people helping me out with some of the assets and providing feedback and moral support, a lot of the work falls onto my own shoulders to just keep working and trying hard. Mental health, specifically anxiety and depression, is something I have had to deal with throughout my life and the stress of independent game development, in conjunction with other events occurring in my life, it can all get a bit too much sometimes. As such, while I know I need to have this game done by the end of the year, as the primary project still requires my attention, I am not going to be putting a deadline on Management IN SPACE. I’m going to work hard, push myself, and do my absolute best, but I’m also going to ensure that my well-being is safe and secure. I want to become the best person I can possibly be, and will strive for that every day.

Anyways, thanks for listening to my rambles. I hope you are all doing amazingly. Till next time, all the best~
^,,^

MIS:Screenshot