Category: Iron Village
-
Diary #12 – New Progression & UI
As per usual, I underestimated the amount of effort involved in putting together a new user interface. So why did I go through the effort of redoing some of the UI? Game progression. So far in the prototype, trains have basically been random. Apart from the first train that grants you pops, gold, and wood,…
-
Diary #11 – So You Want a Resolution
As mentioned on the various social mediums, I was attending PAX East at the end of last week, and didn’t have time to put together a dev diary. In hindsight, it’s silly that I even thought that was feasible. For this week, I’m picking something that some of you will fall asleep reading, and some…
-
Dev Diary #10 – Pricing
First off, a new build is up, including Linux! The linux build is totally untested, so be warned – I’ll get around to testing it eventually, I just figured I’d provide it now. A couple of new features in this build: Next, the topic of the diary itself: pricing. So I’ve been going back and…
-
Iron Village Dev Diary #9 – The Prototype!
Yet again, I’m talking about the prototype – because it’s out! I actually already posted the link on Discord (LINK HERE), but now I’m sharing this a bit more broadly. It still isn’t indexed on ItchIo though, think of this as an extra early access. There’s lots of outstanding work, bugs, and other issues (which…
-
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…
-
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…
-
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…
-
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…
-
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…
-
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…
-
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…
-
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…