Author: Michael
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Iron Village Dev Diary #8 – Prototype Delays
So you may have noticed that a prototype hasn’t been posted yet… Yeah, it turns out I did not make the arbitrary date I set for myself. I’ve been doing software engineering for over a decade, and I’m still awful at estimating things, although I think this has been one of my most accurate timeline…
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Iron Village Dev Diary #7 – The Upcoming Prototype
There has in fact been some planning to Iron Village’s development. The first major milestone is coming up, what I have named the “Prototype”. I don’t know if it fully fits the definition of a prototype, but it’s basically the first build I’ll be making available to gather feedback. It has all the mechanics, and the basics…
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Iron Village Dev Diary #6 – Navigation Struggles
It finally happened – I ran into a Godot feature that was just not intuitive. At least, I didn’t find it especially intuitive. So here’s my experience dealing with that. I went in having done my research – reading the docs, I understood that this was first and foremost designed with static levels in mind…
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Iron Village Dev Diary #5 – A Bit of This and That
One of the problems with committing to a weekly dev diary schedule is sometimes, there’s not a lot to talk about. This is one such time. I’ve done some UI work recently, mainly touching up the build menu and adding a little pop up menu to hold the load and save button. There’s a bakery…
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Iron Village Dev Diary #4 – Feature Creep & Mental Well Being
So this entry is going to be a lot more personal, but still related to this project. This week has mainly been some work with the train station and trees, not really enough to write a whole diary entry about. One thing that stands out to me though, is I actually cut a planned mechanic. You may…
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Iron Village Dev Diary #3 – Trains!
Now for the dev diary on the most important thing, the thing that I’ve (over)hyped – trains! Trains are the lifeblood of your town, delivering the resources you need and giving you opportunities to trade what you make. On the other hand though, your village is a part of the railroad – it’s being settled…
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Iron Village Dev Diary #2 – Pops, a.k.a. Human Resources
So the biggest thing I’ve been working on during my off time this past week (and a chunk of last week) has been what I call “Pops”. Sims is probably trademarked? Cims is specific to Colossal Order games (Cities in Motion, a.k.a. CiM). So I went with Pops, short for population. It’s used in Paradox…
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Iron Village Diary #1 – GDScript & C# in Godot
For this week, I wanted to start the whole thing off with the captivating topic of… programming languages? Ok, not exactly gripping stuff, but bear with me. So Iron Village is being developed in Godot, a free and open source game engine. It actually started in Unity, but then the whole pricing fiasco happened about…
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Iron Village Dev Diary #0
Hi everyone – or at least, the few of you who ventured onto an actual website like it’s still the 90s, As part of the development process of Iron Village, I’ve decided to start a dev diary. This is partly to track my progress & keep me honest, and partly to discuss and share how…