For some time, I’ve been working on a new website. I’ve wanted to leave the temporary home of my Amateur Radio blog that for the last year has hosted my game development efforts, but is is certainly time to move on. As of today, this is the new home to all of my game development efforts! It will host my weekly development blog that I have used to inform those of you following my work over the course of the last year as to what I’m up to! The main site also features more information about my game, which will be gradually improved as I proceed.
I’m working on a few other ways to reach out better to people who are interested, including a Discord, doing more videos, possibly an occasional video dev blog to show what I’m up to, etc. Let me know what you would prefer, and I’ll consider it!
The main direct progress on Colonial Sea Trader this week was working to improve livestock. Among other things, I set a preference, both on an individual need as well as a per city/ good bases to prefer to use certain goods over others. Now, for instance, Cows can provide food, but their use for food is discouraged, instead preferring to rely on other forms of food, so that they can increase in numbers and make milk.
I also added quite a few livestock, including Cows, Horses, Llamas, Donkeys, and Goats. I improved them such that they all prefer certain types of climates, where they will grow better.
The main thing I plan on working on this week isn’t directly related to the game, but rather a tool to make adding new goods easier, and do verification of such goods. Right now, I’ve been making all of my changes in to an XML file, but that’s increasingly becoming annoying, an example of which can be seen below.
I hope that making a tool will make it a bit easier for me, and a lot easier for someone who isn’t as familiar with the game as I am. It doesn’t look like much now, and probably won’t look super fancy ever, but it will make the work of adding goods far easier. I’m planning on releasing this tool to the public at some point, likely with the next test build that I release, if I can get the tool done in time. I’m also going to try to allow for light modding with the build, which will just be tweaking the goods, starting conditions, etc. Lastly, I’m considering working on a tool to create custom maps, which I will try and make available.