I'm really excited to announce the roadmap of Computer Tycoon for 2018. I will put a link into the game's description to an external site that will let you see the same things that I list here in this article.
It isn't going to be short guys... but I really hope that you will like what you read.
The Almighty Fans & Critics!
First of all, I'd like to tell you that I'm very pleased with the feedback of the community from 2017. I got a lot of stuff from you guys. 60-70% of the roadmap are your suggestions. Let me name some of my strongest influencers:
Accato895
cmpteki
død kråke
Eddie
EvilFinchen
FireSloth
Frodo
i_r_jordan
IamSpartakus
jm764
kaasunaamio
KG79
Krazyone
Midas
Ryne_S
Sad dog
Trifler
xShouldenx
Guys! Thank you! I will name you in the game as well. Thanks to everyone who has posted a review or who gave feedback on the forums. After this point I think we could really give a pledge for the game... something like "community-driven development" right? :))
This whole month was about planning with some prototyping. It was similar to what I did before I even started implementing Computer Tycoon. It was necessary because I decided to give a go and do a lot of the recommended/desired things. At this moment I think I will be able to implement everything. My current "budgeted deadline"... so the amount of time I can safely put into the game is 8 months meaning that I can work on Computer Tycoon until the end of September.
But of course, this can change if I have good sale numbers. (And I really tried to underestimate my earnings). I think if I will add anything "big" next to these things, then it will come only in a DLC. Such as smartphones or robots... or other things you can imagine.
A lot of you are really really excited about localizations. I get this, and in fact, I'm also very excited about it, but please understand that it would be really not beneficial to make it happen right now or too early.
Probably localizations will come after every bigger change, and before the social integration and steam features. It means that most likely there won't be localizations until August and still it isn't a promise. But I can assure you that there will be localizations before the game leaves Early Access.
Also, the game won't have a fully supported tutorial for a while. And in fact, the game is going to be a bit more complicated. But! The GUI and feedback both have a significant package early in the development, so I really hope that playing the game will be much more straightforward and natural. I will try to show you more and let you read less. We will see how it goes!
Computer Tycoon doesn't wanna be another Game Dev Tycoon or Software Inc. clone. It never wanted to be, and never will be. Thus I will focus on things that this game can offer. But... I guess you are already really bored with my monologue! So let's start!
So what will change?
I have created groups for the planned features/modifications. These groups represent given aspects or areas of the game. Also, the groups indicate the possible implementation order - although I will have to differ sometimes for given features because I have things that will modify the whole system.
Here are the Groups:
01 - Research System Modifications/Extensions
02 - General GUI, and some small other improvements
03 - Dynamic World, Other Additions
04 - Employee system (+PP, +RP, marketing)
05 - Selling & Designing Hardware
06 - AI & Simulation Improvements
07 - Statistics and Feedback
08 - RPG Elements
09 - Governments & Long-Term Investments
10 - Historical Map
11 - Tutorials & Progressive Feature Introduction
12 - Localizations
13 - Community/Steam Features
Huh... that's a lot!
I know... I know... But it is even crazier if we go into the details.
I will break your saved game often. I'm really sorry about this! I will try to reduce these occasions as much as I can.
So let's jump!
01 - Research System Modifications/Extensions
Maybe it is better to say ‘components’ instead of ‘techs’ in this next section?
Research Three showing the techs in a horizontal view. The techs are connected to each other by lines so the player can see relations between them.
The user can see only the upcoming techs in the tree IF he selects this option in the new game menu before the start, otherwise, he can see the whole tree.
More requirements for the techs. For example, you can't research some kind of new memory modules without having a given level of CPU.
Ability to filter techs by hardware type.
Ability to filter and order techs by value types (such as performance).
The process technology (VLSI) also allows a performance boost, not just lowering the costs. Basically, the player will have a two-sided slider instead of the price performance slider. It will either increase performance or decrease price.
Specific techs will decrease noise, and others will increase/decrease heat.
Removable Media gives too much performance compared to CPU and RAM at this moment! There will be a bigger re-balance in that area.
CAPACITY:
Capacity would be measured in KB, MB, GB, later in TB. Memory, Storages, Media Devices and Video Cards will all have capacity values. But Capacity also will be a PREFERENCE metric. This means that next to Ease-Of-Use, Prestige, Quality etc. we will have Capacity. While the preference metric called "Performance" will be renamed to "Speed".
So how could CAPACITY work? In the RAM section, there would be another slider called capacity. Depending on which process tech you include the range would vary so you would not get 1 GB DIMMs with 10mm, but in this case perhaps a range between 1 and 16KB. With 6mm this would increase to between 2 and 32KB and so on. The higher the capacity, of course, the more expensive it will be, but with better process tech you get higher capacity for more or less the same price as before.
For Storage and Removable Devices this would work similarly. New technologies would again push the range of capacity further. On graphics cards, we already can use DRAM or other memory techs. Here I would also add a capacity slider working in the same ranges as in the RAM category, but here not increasing the overall capacity value of a computer but either bumping a little bit the performance or quality of the card the more you have.
FREQUENCY:
There will be some basic architecture performance (let's call it on its new name: Speed) values for each CPU generation. Let's say in this example it is 1.0 point for a 4040, 1.1 for 8080, 1.2 for 8088 and so on. The increments between the generations can be different, as there always are major steps and smaller ones. Then we come to FREQUENCY. The range here also depends on the process tech, so you can't get 50MHz with 10mm, but perhaps a range up to 2MHz... The higher the frequency the higher the costs. Speed increases at the same factor as frequency does, but the costs are much much more. For an 8080 we would have in this example a performance of 1.1 at 1MHz, 2.2 at 2MHz, when one MHz is considered as the base. With cooling the possible frequency range should be expended, but very very slightly and at costs, not adding simply 300 points like now air cooling does, but as a factor affecting the max frequency.
As CAPACITY will be in the game, we could also add cache to the CPU. Again the range and costs should be dependent on the process tech and increase the performance with a small factor, depending on the capacity you choose.
Back to RAM. For the reason of simplicity, all RAM is synchronous RAM and has a frequency. Here the performance could also be not just dependent on the RAM technology but on frequency, which works similar to how it works in CPUs. Cooling is also similar.
The process technology could determine the range of frequency that would be possible. For example, if you just have 10 micro-tech, then you just can go from 500KHz to 1.5 MHz. With 6 micros the range changes up to 2 MHz, with 3 micros up to 4 MHz... In the RAM category, the process tech would change the capacity range in the same way."
From the above... Cooling will not add performance (on its new name: speed) but only extend the reachable speed range in a positive direction. The overclock technology will probably enhance this furthermore, but only with cooling.
I will add new kinds of technology to our current technology list. Such as auto-update for Operating Systems, improved materials of a heat sink, improved thermal paste, ball bearing fans, peltier cooler, hyperthreading, more graphics card features etc.
Ability to buy techs from opponents.
Portable, but especially handheld design requirements will be more strict. For example, you won't be able to create tablets and laptops before you have proper display types for these devices.
We had fixed RP prices for everything meaning that the more RPs you gather, the faster you research new stuff. While it remains true, the advantage will be smaller, because the RP points won't be fixed, they will be modified by era bars. If a technology comes too early then you will have to pay an RP penalty.
02 - General GUI, and some small other improvements
Building Site List Screen, where you can see all of your sites and upgrade the departments, and adjust budgets - sell complete sites (with a huge loss).
Country Screen List, where you see all of the countries and their most important data. Also, you can buy those and build their sites.
A screen to get loans before bankruptcy.
New building site environment themes. The middle stays the same, but the environment will have some variance.
Buttons will behave more predictably - such as on the marketing screen, it will be more obvious if something is activated or not
Hardware design type chooser rewiring.
Emblem for our company shown on our computers.
There will be another row showing you the average sales per day for the computers, perhaps an average of the last 7 days.
You will see the name of the computer elements on the computer design screen, under the given elements.
Hotkeys for World Map-Stats-Marketing etc. Function keys F1-F12…
Delete Button for components that were never used in a computer. Once they get used in a computer, they will turn into an Archive Button. Likewise, the same thing goes for computers that have never been put on the market. This will allow you to delete your mistakes.
Naming, pricing:
The boxes where you either type in prices or names "remembered" the last thing you have typed in. But they will be filled with the last name or the last price for exactly the item you are now changing."
Date format will be choosable in the settings.
Multi select for computers and hardware for massive archiving.
A hideable scrolling text area on the screen showing what you've built, what you've researched, what events happened!
Ability to just double-left-click on a hardware as an alternate method of adding to a computer to reduce the amount of moving the cursor back and forth across most of the screen.
ESC will close the actual window. 1, 2, 3 as game speed hotkeys will also pause the game when they are pressed again. If you're running at normal speed then pressing the 1 key pauses. If you're on speed 2 then pressing 2 pauses etc. Space also stays a pause button, but it will trigger speed 1 when you press it while paused. "
No more auto-archive for computers after 5 years. But you will get a warning that its sale numbers are probably decreasing.
The Videogame promotion screen will get an improvement with a slider showing where you are and where the goal system requirement is.
Real-world clock in-game.
Help button in the top toolbar (the F1 button remains as well).
Option to highlight LP1, LP2, LP3, and LP4 countries to help when shopping for new markets!
WSAD support on the map.
Buttons on the screen to zoom in and out (the wheel will remain for the same).
Budget will automatically open up when it is the end of the year (and time will also stop)
Checkbox in the settings about the design chooser on the hardware screen asking for the design type or not when we create a new hardware.
A screen to list all of your sponsored games!
Auto selecting text in the field when you rename something.
On the Hardware Design Screen when moving the mouse over a technology the game will show a tooltip after a short delay which shows again the description from the research view.
Players will know if a tech is new on the hardware design screen, probably by color coding.
03 - Dynamic World and Additional Features
Changing economy statuses
Changing design interest
Changing preferences
Companies will have a prestige indicator while CEOs will have fan bases.
These both will modify sale numbers.
The game will break up the market into 3 main categories. People who need computers for work, games and casual use. Casual use will increase significantly after the invention of the internet.
Strategic resources i.e. Aluminum, Gold, Silver, Tungsten, Copper, Platinum, Tin, Cobalt, Tantalum, Crystals, Nickel, Silicon, Crystals etc. will decrease the manufacturing costs if you can buy mines. The amount of the resources is not known - and it is pretty expensive. But with some nice catches, it is a good investment. Mines open and close dynamically during the playtime.
To buy into a country will take time. It won't be automatic as it is right now.
Random events will affect different parts of the game, such as research, production or marketing.
Different building speeds for the departments/levels.
04 - Employee system (+PP, +RP, marketing)
Hiring management staff for your departments
Hiring leader-managers, your personal team
Having somebody in the personal team who can be your successor
Passive properties for department managers and active skills for the personal team
The Active skills will cover marketing, research, espionage and software/game development. It means that the already existing research and marketing systems will be expanded to the employee system.
Marketing actions will be like:
"Supply computers to local schools"
"Host free public computer classes
"Hold annual (company-name) fan convention
-- (optionally, small medium or large conventions?)"
"Open technical support shops"
"Toll-free phone support"
"Programming competition"
"Provide review units to influential local reviewers"
"Radio interviews" etc... etc... etc...
The actions will have different money and time needs.
Available software per OS. You have to get software developers to develop for your platform or have contracts from others. The more software available the easier to sell your computers. This was extremely important in the 80's and early 90's before PC's took the whole market. This feature will be less relevant after your OS reaches a significant market share (not defined yet) - so a lot of other companies will sell their products on it.
05 - Selling & Designing Hardware
Selling hardware separately, and also being able to sell hardware to opponents as well. The latter will be created by contracts. A contract can be unlimited in time length or fixed. You will be able to price your hardware per country for customers and also per opponent via contracts.
More parameters on hardware elements. Such as CPUs will have "Frequency", "Amount of cores". Those together will calculate the value of "Speed". (More information on the Research modification plans)
Creating new hardware items will need the creation of a prototype, they will also have a testing phase.
You will be able to change the accessories even if the computer is already on the market. So at any time add something and take away, adjust the price and there it is.
Compatibility management for some hardware elements. Including motherboards with sockets and on another level Operating Systems handling Hardware Elements. When a hardware element is compatible with older Operating Systems, it will give more sales, but it will make it more expensive. Every new technology must be handled by the new operating system. If the operating system cannot handle it, then it won't be compatible with the computer. A Computer or Hardware element without a working Operating System will sell badly...
HEAT and NOISE will be new values of hardware. By lowering the heat and noise levels we will be able to increase the QUALITY of the computer. By decreasing the HEAT, we will also decrease the chance of malfunction/problems, so we will get fewer warranty costs etc.
Warranty. You will have to guarantee warranty for your PC hardware, and warranty for your Computers. (only PC hardware will be sold separately). The longer the testing phase and the lower the heat values of the elements, the smaller the chance of problems appearing on the user’s side. A lot of problems on the customer’s side will also decrease the prestige of the company. It also means that after this is implemented, not only computers will have prestige values, but the companies themselves.
More checks on the technology side to disallow combinations like "magnetic head" and "optical drive".
Options to set sites to produce only some of the hardware or computer models. Also a possibility to create a priority between computers and hardware elements.
Forced obsolescence will be removed. But once you built a computer people will lose some interest in it and the game will prompt you for it.
Option to have Integrated Graphics Cards on the motherboard.
Economical pricing next to the per country option you can set prices per economy levels... poor, average and rich etc. countries. Basic Price + X%. No need to manually type an amount other than in the countries where you'd like to differ.
You will be able to buy parts from opponents to include in your own system. There will be a layer of smaller manufacturers providing hardware elements. Also, you will be able to buy from your normal opponents, but it will be a bit different. This is still a bit flexible area...
06 - AI & Simulation Improvements
AI will have new kind of expansion strategies
Advanced enemy simulation. The current AI cheats a lot. Instead of this, I will create more complex algorithms.
Advanced computer manufacturing. The AI right now creates pre-defined computer models by generally the real world implementation dates of given technology - while some values on the market can trigger them to speed up the process. I will replace this system with a more advanced one. Especially because I'd show more information to the user about the opponents’ computers (such as statistics and main characteristics), and also the game will have more market specialization by the three new categories (gamers, workers, casual users).
Competitor AI: - we should have opponents joining the game in mid and late game
Companies will become harder to supplant in a region the longer they dominate the market there. If a company has dominated Canada's market for a decade and another company has just expanded operations there, the new company will have a harder time competing in the market than in a region where two companies expand to the same time.
Ability to buy techs from opponents.
Because of the new customer categories (gamers, workers, casual users), the customer simulation will be extended.
Earlier avoiding opponents gave a huge advantage for players, mainly because the opponents did not try to avoid each other as hard as human players avoided them. Still I do believe that avoiding the opponents should be a legit thing, I'd like to mention that the historical mode won't really allow it (because of the lack of space), and also that it will be harder to surpass others with research in the future versions, because of a new research system. (We had fixed RP prices for everything meaning that the more RPs you gather, the faster you research new stuff. While it remains true, the advantage will be smaller, because the RP points won't be fixed, they will be modified by an era bar. If a technology comes too early then you will have to pay an RP penalty.)
More difficulty levels are needed! At least 6.
07 - Statistics and Feedback
Extended statistics per product with sales charts as in Game Dev Tycoon (daily income).
Text description of your results, giving a CIV like rank at the end of the game. (such as "Andris the great")
Sales statistics per country, per hardware and computer, per customer type.
Getting letters and later emails from people why they like or dislike your computers - maybe magazines.
More tips on statistics screens to help to use the data seen.
Warnings to readjust prices on models time after time.
More detailed feedback (including people's feedback on your pricing, preferably by poor, rich and categories such as gamers, workers, casual users)
A News page that shows every company's public advancements, such as expansion into new countries or setting records that would typically be covered by news media in real life.
Average sales per day per computer on the computer screen.
08 - RPG Elements
Buying stuff for the CEO, such as cars, houses, islands etc.
Extended life management of the CEO - vacation, sport, marketing events.
More options to modify health.
Permadeath will be optional. By default, you will be able to have a successor who will lead the company from your personal team.
OR Having a wife to have children and potential successors.
Giving interviews for the media. (answering simple questions about future plans)
09 - Governments & Long Term Features
Ability to get unique selling rights from governments.
Ability to get a monopoly in a country.
Ability to ban the gov.
Countries should have different taxation. Tax reduces the income got from a country.
Countries will have elections. After the elections tax changes can happen.
Ability to support the economy of a country to get more buyers later on (infrastructure, education, health etc - resulting in increases in their economy level). Cost depends on population. A slow process that works only in non-communist countries.
Having bonuses for being a seller in a country for a long period of time.
Communism as a random event for countries. Poor countries have a bigger chance to get communism. In that case, you can't sell there.
Having goals with rewards like "Dominate Asia for two years" or "Russia needs a PC with xyz ..."
10 - Historical Map
Border, population and economy authentic map from the 1970s.
Banned countries because of communism. You won't be able to sell in communist countries.
Dynamic country creation - for example having Czechoslovakia split into Slovakia and the Czech Republic on the given date.
Funny messages about Communist countries stealing your computer designs.
Messages about interesting historical facts.
Sidenote! "Historical Map" is not equal to a "Historical Mode". It means that it will much closer to the real world where you play, but the game won't aim to give back everything on an extreme level of realism. Honestly, the REAL historical computer market would be a very bloody story about a very few extremely talented people with very dirty hands, with a very small decision area.
11 - Tutorials & Incremental Feature Opening
Changing the game to give you the possibilities/features one by one, progressively. This way the tutorial can be added naturally in smaller steps with fewer texts.
Starting the game in a garage, without having the world map.
Creating a game Wikipedia in-game to give more insights for those who are really interested in the mechanics. But reducing the texts for the majority of players, deleting the crash course.
Don't worry! The feature opening won't be so slow. So experienced players won't have to waste much time there.
12 - Localizations
Hungarian is going to be the first language implemented. Simply because this is my mother language, so I will be able to test out everything and having the needed texts immediately. After putting together everything in Hungarian, creating the other languages will be easier.
I think I will give a run for these languages:
German
Chinese
French
Spanish
Turkish
Italian
Russian
Again... I'd love to give you these as early as I can, but I just cannot. It takes time. It's an early access game, consider like it's not out yet and buy it when you have your localization if it is a must for you (though if you can read this text, probably you don't need it :/ :) )!
13 - Steam and Social Features
Score lists for the different game modes.
Achievements
Ability to share game status and new computer models, milestones on social media.
Picture about your best selling computer to share on Facebook.
And that's all... I could talk about these things all day long... but anyway! I hope these will give you a better idea of what is coming. Please stay with me, give me feedback (I will still need a lot because of a lot of balancing)... and write a review if you like what you see. It would mean a lot to me. I mean really, really a lot!
Your friend,
Andris
The Roadmap of Computer Tycoon for 2018 is HERE!
Hello everybody,
I'm really excited to announce the roadmap of Computer Tycoon for 2018. I will put a link into the game's description to an external site that will let you see the same things that I list here in this article.
It isn't going to be short guys... but I really hope that you will like what you read.
The Almighty Fans & Critics!
First of all, I'd like to tell you that I'm very pleased with the feedback of the community from 2017. I got a lot of stuff from you guys. 60-70% of the roadmap are your suggestions. Let me name some of my strongest influencers:
Accato895
cmpteki
død kråke
Eddie
EvilFinchen
FireSloth
Frodo
i_r_jordan
IamSpartakus
jm764
kaasunaamio
KG79
Krazyone
Midas
Ryne_S
Sad dog
Trifler
xShouldenx
Guys! Thank you! I will name you in the game as well. Thanks to everyone who has posted a review or who gave feedback on the forums. After this point I think we could really give a pledge for the game... something like "community-driven development" right? :))
This whole month was about planning with some prototyping. It was similar to what I did before I even started implementing Computer Tycoon. It was necessary because I decided to give a go and do a lot of the recommended/desired things. At this moment I think I will be able to implement everything. My current "budgeted deadline"... so the amount of time I can safely put into the game is 8 months meaning that I can work on Computer Tycoon until the end of September.
But of course, this can change if I have good sale numbers. (And I really tried to underestimate my earnings). I think if I will add anything "big" next to these things, then it will come only in a DLC. Such as smartphones or robots... or other things you can imagine.
A lot of you are really really excited about localizations. I get this, and in fact, I'm also very excited about it, but please understand that it would be really not beneficial to make it happen right now or too early.
Probably localizations will come after every bigger change, and before the social integration and steam features. It means that most likely there won't be localizations until August and still it isn't a promise. But I can assure you that there will be localizations before the game leaves Early Access.
Also, the game won't have a fully supported tutorial for a while. And in fact, the game is going to be a bit more complicated. But! The GUI and feedback both have a significant package early in the development, so I really hope that playing the game will be much more straightforward and natural. I will try to show you more and let you read less. We will see how it goes!
Computer Tycoon doesn't wanna be another Game Dev Tycoon or Software Inc. clone. It never wanted to be, and never will be. Thus I will focus on things that this game can offer. But... I guess you are already really bored with my monologue! So let's start!
So what will change?
I have created groups for the planned features/modifications. These groups represent given aspects or areas of the game. Also, the groups indicate the possible implementation order - although I will have to differ sometimes for given features because I have things that will modify the whole system.
Here are the Groups:
01 - Research System Modifications/Extensions
02 - General GUI, and some small other improvements
03 - Dynamic World, Other Additions
04 - Employee system (+PP, +RP, marketing)
05 - Selling & Designing Hardware
06 - AI & Simulation Improvements
07 - Statistics and Feedback
08 - RPG Elements
09 - Governments & Long-Term Investments
10 - Historical Map
11 - Tutorials & Progressive Feature Introduction
12 - Localizations
13 - Community/Steam Features
Huh... that's a lot!
I know... I know... But it is even crazier if we go into the details.
I will break your saved game often. I'm really sorry about this! I will try to reduce these occasions as much as I can.
So let's jump!
01 - Research System Modifications/Extensions
Maybe it is better to say ‘components’ instead of ‘techs’ in this next section?
Research Three showing the techs in a horizontal view. The techs are connected to each other by lines so the player can see relations between them.
The user can see only the upcoming techs in the tree IF he selects this option in the new game menu before the start, otherwise, he can see the whole tree.
More requirements for the techs. For example, you can't research some kind of new memory modules without having a given level of CPU.
Ability to filter techs by hardware type.
Ability to filter and order techs by value types (such as performance).
The process technology (VLSI) also allows a performance boost, not just lowering the costs. Basically, the player will have a two-sided slider instead of the price performance slider. It will either increase performance or decrease price.
Specific techs will decrease noise, and others will increase/decrease heat.
Removable Media gives too much performance compared to CPU and RAM at this moment! There will be a bigger re-balance in that area.
CAPACITY:
Capacity would be measured in KB, MB, GB, later in TB. Memory, Storages, Media Devices and Video Cards will all have capacity values. But Capacity also will be a PREFERENCE metric. This means that next to Ease-Of-Use, Prestige, Quality etc. we will have Capacity. While the preference metric called "Performance" will be renamed to "Speed".
So how could CAPACITY work? In the RAM section, there would be another slider called capacity. Depending on which process tech you include the range would vary so you would not get 1 GB DIMMs with 10mm, but in this case perhaps a range between 1 and 16KB. With 6mm this would increase to between 2 and 32KB and so on. The higher the capacity, of course, the more expensive it will be, but with better process tech you get higher capacity for more or less the same price as before.
For Storage and Removable Devices this would work similarly. New technologies would again push the range of capacity further. On graphics cards, we already can use DRAM or other memory techs. Here I would also add a capacity slider working in the same ranges as in the RAM category, but here not increasing the overall capacity value of a computer but either bumping a little bit the performance or quality of the card the more you have.
FREQUENCY:
There will be some basic architecture performance (let's call it on its new name: Speed) values for each CPU generation. Let's say in this example it is 1.0 point for a 4040, 1.1 for 8080, 1.2 for 8088 and so on. The increments between the generations can be different, as there always are major steps and smaller ones. Then we come to FREQUENCY. The range here also depends on the process tech, so you can't get 50MHz with 10mm, but perhaps a range up to 2MHz... The higher the frequency the higher the costs. Speed increases at the same factor as frequency does, but the costs are much much more. For an 8080 we would have in this example a performance of 1.1 at 1MHz, 2.2 at 2MHz, when one MHz is considered as the base. With cooling the possible frequency range should be expended, but very very slightly and at costs, not adding simply 300 points like now air cooling does, but as a factor affecting the max frequency.
As CAPACITY will be in the game, we could also add cache to the CPU. Again the range and costs should be dependent on the process tech and increase the performance with a small factor, depending on the capacity you choose.
Back to RAM. For the reason of simplicity, all RAM is synchronous RAM and has a frequency. Here the performance could also be not just dependent on the RAM technology but on frequency, which works similar to how it works in CPUs. Cooling is also similar.
The process technology could determine the range of frequency that would be possible. For example, if you just have 10 micro-tech, then you just can go from 500KHz to 1.5 MHz. With 6 micros the range changes up to 2 MHz, with 3 micros up to 4 MHz... In the RAM category, the process tech would change the capacity range in the same way."
From the above... Cooling will not add performance (on its new name: speed) but only extend the reachable speed range in a positive direction. The overclock technology will probably enhance this furthermore, but only with cooling.
I will add new kinds of technology to our current technology list. Such as auto-update for Operating Systems, improved materials of a heat sink, improved thermal paste, ball bearing fans, peltier cooler, hyperthreading, more graphics card features etc.
Ability to buy techs from opponents.
Portable, but especially handheld design requirements will be more strict. For example, you won't be able to create tablets and laptops before you have proper display types for these devices.
We had fixed RP prices for everything meaning that the more RPs you gather, the faster you research new stuff. While it remains true, the advantage will be smaller, because the RP points won't be fixed, they will be modified by era bars. If a technology comes too early then you will have to pay an RP penalty.
02 - General GUI, and some small other improvements
Building Site List Screen, where you can see all of your sites and upgrade the departments, and adjust budgets - sell complete sites (with a huge loss).
Country Screen List, where you see all of the countries and their most important data. Also, you can buy those and build their sites.
A screen to get loans before bankruptcy.
New building site environment themes. The middle stays the same, but the environment will have some variance.
Buttons will behave more predictably - such as on the marketing screen, it will be more obvious if something is activated or not
Hardware design type chooser rewiring.
Emblem for our company shown on our computers.
There will be another row showing you the average sales per day for the computers, perhaps an average of the last 7 days.
You will see the name of the computer elements on the computer design screen, under the given elements.
Hotkeys for World Map-Stats-Marketing etc. Function keys F1-F12…
Delete Button for components that were never used in a computer. Once they get used in a computer, they will turn into an Archive Button. Likewise, the same thing goes for computers that have never been put on the market. This will allow you to delete your mistakes.
Naming, pricing:
The boxes where you either type in prices or names "remembered" the last thing you have typed in. But they will be filled with the last name or the last price for exactly the item you are now changing."
Date format will be choosable in the settings.
Multi select for computers and hardware for massive archiving.
A hideable scrolling text area on the screen showing what you've built, what you've researched, what events happened!
Ability to just double-left-click on a hardware as an alternate method of adding to a computer to reduce the amount of moving the cursor back and forth across most of the screen.
ESC will close the actual window. 1, 2, 3 as game speed hotkeys will also pause the game when they are pressed again. If you're running at normal speed then pressing the 1 key pauses. If you're on speed 2 then pressing 2 pauses etc. Space also stays a pause button, but it will trigger speed 1 when you press it while paused. "
No more auto-archive for computers after 5 years. But you will get a warning that its sale numbers are probably decreasing.
The Videogame promotion screen will get an improvement with a slider showing where you are and where the goal system requirement is.
Real-world clock in-game.
Help button in the top toolbar (the F1 button remains as well).
Option to highlight LP1, LP2, LP3, and LP4 countries to help when shopping for new markets!
WSAD support on the map.
Buttons on the screen to zoom in and out (the wheel will remain for the same).
Budget will automatically open up when it is the end of the year (and time will also stop)
Checkbox in the settings about the design chooser on the hardware screen asking for the design type or not when we create a new hardware.
A screen to list all of your sponsored games!
Auto selecting text in the field when you rename something.
On the Hardware Design Screen when moving the mouse over a technology the game will show a tooltip after a short delay which shows again the description from the research view.
Players will know if a tech is new on the hardware design screen, probably by color coding.
03 - Dynamic World and Additional Features
Changing economy statuses
Changing design interest
Changing preferences
Companies will have a prestige indicator while CEOs will have fan bases.
These both will modify sale numbers.
The game will break up the market into 3 main categories. People who need computers for work, games and casual use. Casual use will increase significantly after the invention of the internet.
Strategic resources i.e. Aluminum, Gold, Silver, Tungsten, Copper, Platinum, Tin, Cobalt, Tantalum, Crystals, Nickel, Silicon, Crystals etc. will decrease the manufacturing costs if you can buy mines. The amount of the resources is not known - and it is pretty expensive. But with some nice catches, it is a good investment. Mines open and close dynamically during the playtime.
To buy into a country will take time. It won't be automatic as it is right now.
Random events will affect different parts of the game, such as research, production or marketing.
Different building speeds for the departments/levels.
04 - Employee system (+PP, +RP, marketing)
Hiring management staff for your departments
Hiring leader-managers, your personal team
Having somebody in the personal team who can be your successor
Passive properties for department managers and active skills for the personal team
The Active skills will cover marketing, research, espionage and software/game development. It means that the already existing research and marketing systems will be expanded to the employee system.
Marketing actions will be like:
"Supply computers to local schools"
"Host free public computer classes
"Hold annual (company-name) fan convention
-- (optionally, small medium or large conventions?)"
"Open technical support shops"
"Toll-free phone support"
"Programming competition"
"Provide review units to influential local reviewers"
"Radio interviews" etc... etc... etc...
The actions will have different money and time needs.
Available software per OS. You have to get software developers to develop for your platform or have contracts from others. The more software available the easier to sell your computers. This was extremely important in the 80's and early 90's before PC's took the whole market. This feature will be less relevant after your OS reaches a significant market share (not defined yet) - so a lot of other companies will sell their products on it.
05 - Selling & Designing Hardware
Selling hardware separately, and also being able to sell hardware to opponents as well. The latter will be created by contracts. A contract can be unlimited in time length or fixed. You will be able to price your hardware per country for customers and also per opponent via contracts.
More parameters on hardware elements. Such as CPUs will have "Frequency", "Amount of cores". Those together will calculate the value of "Speed". (More information on the Research modification plans)
Creating new hardware items will need the creation of a prototype, they will also have a testing phase.
You will be able to change the accessories even if the computer is already on the market. So at any time add something and take away, adjust the price and there it is.
Compatibility management for some hardware elements. Including motherboards with sockets and on another level Operating Systems handling Hardware Elements. When a hardware element is compatible with older Operating Systems, it will give more sales, but it will make it more expensive. Every new technology must be handled by the new operating system. If the operating system cannot handle it, then it won't be compatible with the computer. A Computer or Hardware element without a working Operating System will sell badly...
HEAT and NOISE will be new values of hardware. By lowering the heat and noise levels we will be able to increase the QUALITY of the computer. By decreasing the HEAT, we will also decrease the chance of malfunction/problems, so we will get fewer warranty costs etc.
Warranty. You will have to guarantee warranty for your PC hardware, and warranty for your Computers. (only PC hardware will be sold separately). The longer the testing phase and the lower the heat values of the elements, the smaller the chance of problems appearing on the user’s side. A lot of problems on the customer’s side will also decrease the prestige of the company. It also means that after this is implemented, not only computers will have prestige values, but the companies themselves.
More checks on the technology side to disallow combinations like "magnetic head" and "optical drive".
Options to set sites to produce only some of the hardware or computer models. Also a possibility to create a priority between computers and hardware elements.
Forced obsolescence will be removed. But once you built a computer people will lose some interest in it and the game will prompt you for it.
Option to have Integrated Graphics Cards on the motherboard.
Economical pricing next to the per country option you can set prices per economy levels... poor, average and rich etc. countries. Basic Price + X%. No need to manually type an amount other than in the countries where you'd like to differ.
You will be able to buy parts from opponents to include in your own system. There will be a layer of smaller manufacturers providing hardware elements. Also, you will be able to buy from your normal opponents, but it will be a bit different. This is still a bit flexible area...
06 - AI & Simulation Improvements
AI will have new kind of expansion strategies
Advanced enemy simulation. The current AI cheats a lot. Instead of this, I will create more complex algorithms.
Advanced computer manufacturing. The AI right now creates pre-defined computer models by generally the real world implementation dates of given technology - while some values on the market can trigger them to speed up the process. I will replace this system with a more advanced one. Especially because I'd show more information to the user about the opponents’ computers (such as statistics and main characteristics), and also the game will have more market specialization by the three new categories (gamers, workers, casual users).
Competitor AI: - we should have opponents joining the game in mid and late game
Companies will become harder to supplant in a region the longer they dominate the market there. If a company has dominated Canada's market for a decade and another company has just expanded operations there, the new company will have a harder time competing in the market than in a region where two companies expand to the same time.
Ability to buy techs from opponents.
Because of the new customer categories (gamers, workers, casual users), the customer simulation will be extended.
Earlier avoiding opponents gave a huge advantage for players, mainly because the opponents did not try to avoid each other as hard as human players avoided them. Still I do believe that avoiding the opponents should be a legit thing, I'd like to mention that the historical mode won't really allow it (because of the lack of space), and also that it will be harder to surpass others with research in the future versions, because of a new research system. (We had fixed RP prices for everything meaning that the more RPs you gather, the faster you research new stuff. While it remains true, the advantage will be smaller, because the RP points won't be fixed, they will be modified by an era bar. If a technology comes too early then you will have to pay an RP penalty.)
More difficulty levels are needed! At least 6.
07 - Statistics and Feedback
Extended statistics per product with sales charts as in Game Dev Tycoon (daily income).
Text description of your results, giving a CIV like rank at the end of the game. (such as "Andris the great")
Sales statistics per country, per hardware and computer, per customer type.
Getting letters and later emails from people why they like or dislike your computers - maybe magazines.
More tips on statistics screens to help to use the data seen.
Warnings to readjust prices on models time after time.
More detailed feedback (including people's feedback on your pricing, preferably by poor, rich and categories such as gamers, workers, casual users)
A News page that shows every company's public advancements, such as expansion into new countries or setting records that would typically be covered by news media in real life.
Average sales per day per computer on the computer screen.
08 - RPG Elements
Buying stuff for the CEO, such as cars, houses, islands etc.
Extended life management of the CEO - vacation, sport, marketing events.
More options to modify health.
Permadeath will be optional. By default, you will be able to have a successor who will lead the company from your personal team.
OR Having a wife to have children and potential successors.
Giving interviews for the media. (answering simple questions about future plans)
09 - Governments & Long Term Features
Ability to get unique selling rights from governments.
Ability to get a monopoly in a country.
Ability to ban the gov.
Countries should have different taxation. Tax reduces the income got from a country.
Countries will have elections. After the elections tax changes can happen.
Ability to support the economy of a country to get more buyers later on (infrastructure, education, health etc - resulting in increases in their economy level). Cost depends on population. A slow process that works only in non-communist countries.
Having bonuses for being a seller in a country for a long period of time.
Communism as a random event for countries. Poor countries have a bigger chance to get communism. In that case, you can't sell there.
Having goals with rewards like "Dominate Asia for two years" or "Russia needs a PC with xyz ..."
10 - Historical Map
Border, population and economy authentic map from the 1970s.
Banned countries because of communism. You won't be able to sell in communist countries.
Dynamic country creation - for example having Czechoslovakia split into Slovakia and the Czech Republic on the given date.
Funny messages about Communist countries stealing your computer designs.
Messages about interesting historical facts.
Sidenote! "Historical Map" is not equal to a "Historical Mode". It means that it will much closer to the real world where you play, but the game won't aim to give back everything on an extreme level of realism. Honestly, the REAL historical computer market would be a very bloody story about a very few extremely talented people with very dirty hands, with a very small decision area.
11 - Tutorials & Incremental Feature Opening
Changing the game to give you the possibilities/features one by one, progressively. This way the tutorial can be added naturally in smaller steps with fewer texts.
Starting the game in a garage, without having the world map.
Creating a game Wikipedia in-game to give more insights for those who are really interested in the mechanics. But reducing the texts for the majority of players, deleting the crash course.
Don't worry! The feature opening won't be so slow. So experienced players won't have to waste much time there.
12 - Localizations
Hungarian is going to be the first language implemented. Simply because this is my mother language, so I will be able to test out everything and having the needed texts immediately. After putting together everything in Hungarian, creating the other languages will be easier.
I think I will give a run for these languages:
German
Chinese
French
Spanish
Turkish
Italian
Russian
Again... I'd love to give you these as early as I can, but I just cannot. It takes time. It's an early access game, consider like it's not out yet and buy it when you have your localization if it is a must for you (though if you can read this text, probably you don't need it :/ :) )!
13 - Steam and Social Features
Score lists for the different game modes.
Achievements
Ability to share game status and new computer models, milestones on social media.
Picture about your best selling computer to share on Facebook.
And that's all... I could talk about these things all day long... but anyway! I hope these will give you a better idea of what is coming. Please stay with me, give me feedback (I will still need a lot because of a lot of balancing)... and write a review if you like what you see. It would mean a lot to me. I mean really, really a lot!
Your friend,
Andris
Roadmap for 2018
Hello everybody,
First of all, I wish you a happy new year! During the steam sale, Computer Tycoon got a lot of new players - I'm happy about that - hello guys! Feel free to join to the discussions, I'm really interested in your feedback about the game. If you like the game, please write a recommendation as well.
You should join to the discussions especially because as one of the first things this year I'd like to sum up the feedback that I got there and via email so far and I’d like to write the public roadmap of the game for you.
Next to the fact that by summing up the recommendations/suggestions/critics I can improve the game, it will be useful to give you that list - so you will be able to read my plans easier in a single document instead of reading back the discussions (what is, of course, tedious and barely did read it, anybody :) )
The game needs a lot of improvements (that’s why it is an alpha, right? :) ). Without ordering and naming everything... I have to add:
- more feedback about the market,
- give more statistics about sales,
- showing more about the AI's activity (and improving it),
(about this first tree, please give me exact examples what you’d like to see)
- improving the GUI usability/look and making its functions more obvious (did you notice that you can order the lists?),
- creating a country list screen (avoiding the manual clicking on the map),
- creating a site management screen to handle upgrades and department budgets at one place
- creating a tech-tree like research screen and altering the system as well (you won’t have this year binding of (real dates – 7 years) that filters what you can start research, but techs that are way too advanced for the current date in the game will cost more RPs),
- adding more features such as selling hardware separately,
- adding the employee system (and increasing your PP by it),
- improving the customer behavior
- redesigning/extending the marketing system (binding it into the employee system),
- implementing a tutorial with minimal text explanations (I will build up the current gameplay from smaller periods. You will start from a garage and you won't have the map. Your first task will be choosing your starting technology, the second is building a computer design, then buying a new country market, building a site and buildings, and maybe eventually hiring a manager etc.) So basically, I'd like to build the tutorial into the natural game start (or early game phase).
- creating the historical map mode where you will get real-life population and economic data (and the soviet-union that will make half of the world an unplayable area),
- adding governments and dynamically changing economies and priorities,
- adding the random events,
- implementing company loans and the ability to sell a building site
- expanding/adding the black market/espionage/RPG elements
- making the death of the CEO switchable (you will have an employee to be your new CEO)
- making the winning goals selectable
- adding localizations (including the so waited German and Chinese – unfortunately, I can’t keep my word about giving them early this year)
- adding score lists and Steam features
- etc.
- Fixing/implementing stuff from my bug/glitches/improvements to-do list that has 173 (!) lines pre-prioritized at this very moment.
It's a lot of stuff and work, but around 90% of this list was already planned (and even published in a similar announcement post), but of course most of you didn't see it - that's why I will put the link of the roadmap into the description of the game. A native player/friend will correct my English mistakes in it so it will be easy to read haha (Thanks, William)!
The 10% that wasn't really in my plans are the "tech three like" research screen and the complete and deep feedback about the products/market/opponents (including computer values and prices). Honestly, my vision about these was totally different originally. I imagined a lot of stuff differently than a significant percentage of the players here. The majority of the players are satisfied with the current systems, BUT these two things, for example, are something that I really wanted to avoid, while the people who didn't enjoy the game - didn't enjoy the game (mostly) because of these.
Still, I do believe that my vision was correct/good, but I will make this argument short this time: the players who already enjoyed my vision, won't lose much (and after some talks, they are really not afraid of the possible changes), while for the others this will eventually make the game fun. And this is the most important. It is you who play the game, not me - it's a one against the many situation, so I have to embrace it. At least if I'm concerned about your fun and I'm definitely concerned. Please forgive me if I seem to be pedantic or diehard sometimes. Next to the kind stuff and the critics - being an indie game developer often really sucks.
Still, I will argue about these subjects for sure because I'd like to really understand you. Please consider that I'm from a different gaming era, different culture, with a different taste, and it seems that my priorities are also very different in games (maybe these are what made me a game developer), BUT I made the decision to launch the game into the direction that will make you more satisfied, I will make the mentioned 10% as well. I'm not saying that I can put _everything_ into the game that you asked for, but I was able to let go most of my own petrified notions. Thanks Eddie, vpsycho, Gendo, ChiefWiggum, way2co0l_2003, Frodo, =TLD= Yoggler, CobaltCanine, OWIS, William, KG, and everybody (!) who had the motivation to stay friendly and giving helpful critics at the same time!
Computer Tycoon is special to me because it is something that I wanted to create since my childhood. Also, it is special to me, because this is my first widely played game and lastly it is important to me because there is simply no similar game out there.
I think if people have a strong opinion about stuff I must follow them even if I don’t agree. Management/Tycoon games are mostly indie games because they offer no real financial opportunities, so if I decided to undertake the consequences of it, I think it’s better to create a game that will be enjoyed by as many of you as it is possible.
So… stay tuned. I will be back with a roadmap soon.
Your friend,
Andris
HotFix! And Happy Holidays! :)
Hi guys,
I got an hour ago a message with a saved game that helped me to identify a serious issue connected with the latest update. Your DPP could go negative! I just uploaded the hotfix for it. I'm really sorry about it guys - I hate bugs!
Restart the Steam Client (or your computer) and Computer Tycoon will be updated so you can play. (The new Version Number is: 0.9.2.01h1)
Have a wonderful Holiday! I'm not sure how much time I will be online in the next few days because I will be at the countryside, but I will try to answer questions if I will be able to do so! Please be patient! :)
##
UPDATE 2
I fixed another bug connected to this. The shift from HC to PC still didn't work with given situations. The LATEST version number is 0.9.2.01h3. Thanks!
Your friend,
Andris
VERSION 0.9.2.01 - Price increase after the Winter Sale, More Market Information, Site Animation Option
Hi guys,
First, let me tell you that after the Winter Sale I'm going to increase the game's price from 10 USD as I promised in the Early Access interview. If you'd like to get the game for a lower price, probably this sale will be your last chance for a long time.
But let's go to the new version!
0.9.2.01:
In the first two months of the game on Steam it got criticism about not giving enough information about the current market situation. Players didn't find the way to know: how good are their computers, why can an opponent sell less or more. Although I explained in the Crash Course of the game my vision about how you should find out these from the already given data, I planned to give you more feedback.
As I told you earlier I don't want to show you price data and exact computer property values of your opponents (such as performance = 635). I find it a bad design, because even in real life you should not price your product by your competition (it would result in an immediate correction from the opponents), and also some values are not possible to measure (you can't give strict values to prestige or Ease-Of-Use - and I have more reasons).
Considering these I've put a new screen into the game. A fictional employee of yours tells you what people think about your product (after saving the computer design). The results of this survey are not representative. How could they be? As I mentioned some values are absolutely unmeasurable - and also marketing plays a huge aspect, and here you don't get a country based result, but a global one.
Still, I think this will help players out to answer questions such as "What do people think who has the fastest computers?" or "Do people find my computer faster than the other players' computers on the market?" or "Should I give a moderate price for my computer?" I really hope that you will find it useful, although I still believe that you can play even without this new tool - it is definitely easier this way now.
I'd like to mention that it is not the final version of the feedback system, it is much more a prototype. I will add other features to the game that will add more depth and will affect the calculation of these values - and alter the review system's design itself. I just wanted to give you this in the hope that you will enjoy the game more by using it. Possibly this system will be integrated into the new employee feature.
Some of you told that the animation between the departments is annoying, so from now on you can turn it off in the settings.
We had an issue with inventing new computer designs. Namely when you invented a new design that is an alternative to another one (mostly HC vs. PC) the shift of the demand was immediate. From now on, it will slowly move towards the new design as time passes.
On the marketing screen in given resolutions some text was unreadable - fixed.
Some typos and errors on labels are fixed. Please keep them coming in the discussions!
The next big feature that I'd like to add to the game and I'm working on is the employee system. You will be able to hire people in a similar way as in game dev tycoon or startup company but from a different angle.
I'm still very interested in your ideas about the topic! Please join the Steam discussions and let me know what would you like to manage with your managers in your corporation. What tasks would you like to see in the game?
I'm very thankful for the community in helping my work and generally playing Computer Tycoon. As some of you already read, this is my dream game - I'm working on it alone, and I love every moment of it. Every one of you, who are here to support me is awesome! Thank you!
Please write a positive review if you like the game, and have a nice holiday! :)
Your friend,
Andris
Live Interview Today 12.12.2017 - 11 PM ET!
Hi guys,
There will be an interview with me about the game and my stuff online. Please join the stream if are interested! :)
12.12.2017 - 11 PM ET
https://www.twitch.tv/fragmentsofsilicon
Your friend,
Andris
VERSION 0.9.1.30
Hi guys, here is a new version for you, and also I'd like to ask for your help with a new feature under development.
0.9.1.30:
I've created a "copy design" feature for computers. The "save design" button will change into "copy design" after you saved a computer design. It will copy all of the hardware elements and accessories of the computer to another editable computer design for you.
I've changed the bonuses and upkeep costs of the office department. From now on offices will give you a 10% instead of a 5% upkeep cost reduction bonus on factories and laboratories per level. Also, the upkeep cost of the offices is changed.
From now on the game uses a hardware mouse cursor instead of a software mouse cursor. (some complained about lags because of the software version). Also, I've adjusted the hotspot of the mouse.
Corrected the "REMOVALBE MEDIA" typo
Quality and Performance levels got a more easily differentiable color palette on the world map.
From now on the "Upgrade" button on the building site screen won't be interactable while you are already upgrading the department.
I hope you will like these!
What about the help with the new feature? I plan to implement a feature in which you can hire people in Computer Tycoon to control your departments.
I started a new discussion with the title of "Employee management". Please check it out and give me your ideas and feedback.
Also, would you be interested in getting into the game by sending me a picture of yours to draw me? I couldn't promise a realistic illustration, but you know... "like this guy was your brother/sister", who is similar to you.
Would you trust this youngster in this glass? :)) ;) I'm not sure if he won't sell your operating system as his own stuff - ending up being the richest man in the world instead of you!
--
Thanks, guys! Please also support me on the game's steam page if you enjoy your time playing Computer Tycoon!
*Oh another thing. Guys, if you have the "pink screen" problem, please update your OSX. OSX is free, and if your computer can run the game, you definitely can upgrade to the latest one (at least to the version that is defined in the game's system requirements in the descriptions - so you won't have problems!). Please don't write negative reviews because of this, because it really hurts the game. Thanks!
Your friend,
Andris
VERSION 0.9.1.29 - Research order, Chart legend correction, WASD
Hi guys,
Here is a new version for you!
0.9.1.29:
I've added WASD and the arrows to move the map.
The building site upfront costs are decreased mid and late-game.
The chart legends are modified so from now on all of the legend item colors will have the same width. Earlier players thought that those have any meaning and they were confused why the pies show different values compared to those (while those were just filling the gap next to the item name, it doesn't mean anything)
I've corrected grammatical errors in the crash course.
You can order the research list by its value categories (in the same way as you can order hardware and computer lists)
I hope you will like these!
This year I'd like to implement everything on my To-Do list that is related to usability, bugs or basic features (such as emergency loans or dedicated sites screen) because I'd like to give you the new stuff in 2018.
You often ask me about localizations, and still, I can say the same, earliest in January, but that's not sure. But I will definitely give localizations before going into the full release.
Getting back to the "pink screen problem" it was correlated to outdated OSX versions. All of my players who had the problem were able to update their OSX, so now they can play without problems. I've increased the needed OSX versions for MACs because of this. Luckily OSX is free, you just need a strong enough computer to upgrade, but basically, if you can't upgrade, then your hardware is probably so old, that you couldn't run Computer Tycoon, so it is not a problem.
Unfortunately, this consumed a lot of time, but it was important to be sure about that.
Please support me on the game's steam page. I really need it. Thanks, guys! :)
Your friend,
Andris
VERSION 0.9.1.28 - Crash Course, Date dependent research
Here is a new version for you!
0.9.1.28:
From now on the earliest year when you can research a technology is the year when it became used in real life minus 7 years. So if a technology was common in 1995 than the earliest year in the game when you can get it will be 1988. Of course, this applies only if you have any earlier technology that is also needed for the technology.
With this modification, you can't run into the future too fast in a given technology line, but still, you can have stuff much earlier than in reality. I didn't want to remove the ability to create "strange" computers. I love the ability to sell computers with CGA monitors, but DVD drives.
Most of you probably remember the starting screen that we had since the first version of the game. There I gave you a very very basic help how you should play (next to the tooltips). In my experience, people didn't read the tooltips, unfortunately, and because of this, I got negative reviews from people who didn't know given details about the game.
I'm still absolutely eager to create a tutorial for the game. This would be the real solution, but still, it will change so much that it would be a bad idea right now.
So now I replaced the starting screen (that was missing from 0.9.1.27 by the way) with a longer one, with a so-called "Crash Course" of mine. In this I gave you a lot of information about the game. Most of it could be reached via tooltips, but if a player reads these pages, he will definitely get a better understanding in a shorter period of time now.
This game has a long learning curve compared to usual games. I know that the Crash Course is very hmmm how should I say... "hard to read". But I really hope that it will help you. I've included topics that I had to write down again and again to different people as help, so I can say, that I tried to give you every important thing that players usually didn't understand or missed.
One of these things is how you can get information about your opponents, and why I don't show you the exact models and prices of opponents. In fact, this is one of the real challenges of the game, a core element of the game mechanic.
Partially because of the last point I renamed the "Industry Standard" into "Opponents Standard". I hope this way people will realize more easily that Computers are from Hardware, and on hardware screens, you can see your opponent's values.
I've fixed a bug that prevented your death in the game.
I've added a tooltip for the random map and random events checkboxes on the new game screen indicating that those are not implemented yet.
I've increased the OSX version requirement of the game (so only MAC users are affected - that means driver problems) because it seems that the "pink screen" error occurred only on earlier OSX versions. I cannot test it myself, but I hope that the mentioned version is new enough.
I hope you will like the new stuff. Please support me on the game's steam page!
Your friend,
Andris
VERSION 0.9.1.27 - Small fixes
Hi guys,
In this small release:
I made the right click menu hideable by clicking out of it. (The circle with the button to establish sites).
And I fixed a bug that made the hardware list windows appear one after one when you quit from the hardware screen (depending on how many hardware you created).
There is a serious problem on some MAC computers. 4 guys reported me so far that they have a pink opening screen. They can hear the music but not start a game. Unfortunately, ti seems that only 2 guys support me in solving the problem. Please join if you experienced it! I cannot test it alone because I can't reproduce the problem.
I think it is connected to my engine/video cards/shaders. Until I found out what is the problem, this will be my main priority.
Please let me know if any of you PC Windows users saw the problem. (I don't know about such).