The long awaited Tavern Tycoon is available on Steam Early Access! Click here to visit the online store. Also, the launch sale end Feb 7th, so grab it before the sale ends if you are planning to get one. Finally, I would like to expend my gratitude for all those supported me throughout the development. It's been a bumpy ride, but it was worth it in the end. Peace!
With Tavern Tycoon nearing release (ETA is January, but this date is tentative as always) I figured I'd share more about the game, specifically about the humor part of the game.
So, laugh, please, like right now!
Humor in Tavern Tycoon is definitely one of the game's core components. I honestly didn't think that adding humor to a video game would be rocket science, but after trying for few weeks, I have to admit - humor is hard.
For example check out the following example of my current humor.
Two underage kids are pretending to be an adult. When exposed, they run away. I think it is a nice way to sprinkle a bit of a humor through this and it is (I think). The hard part is to deliver it right and not turn the sequence into a distraction.
doors and tiles graphics updated.
All rooms received tile and door graphics upgrade. It feels good and provides unique visual queues for each room which is awesome. Other than that, not much to be said 😀
The current D.U.S.T. is at 0.2.X cycle and is in need of major overhaul in practically ALL areas. I've been working and been away (due to health issues) but have found it hard to deliver a full patch. Since then, I've devised a plan that will work; compartmentalizing small sections of the game and releasing it - hence the dev branch. We will be working on the dev branch and updating it often and when it is ready to be implemented into a major build, it will be done.
So, from the looks of it, the last developer log for Tavern Tycoon was posted September 2014 - about two whole years ago. I actually can't believe that this project got sided for this long. Nevertheless, let's get down to business!
Isometric view and zone construction
Perspective camera was my first choice during prototyping, but mid-production stage, I realized that there were aspects of this camera choice that impacted gameplay in a negative way. Near edge objects were hard to distinguish visually and less screen space was getting rendered at once - effectively narrowing player vision and control. They were subtle, but were becoming more and more noticeable as more content was added. At this point, I had to make a choice to turn to the good old isometric view.
By the time I started adding room building and item placement, I was really glad that I made the switch. Honestly, the zoning system (dragging to select a rectangular area) would not have worked well with a perspective view. In retrospect, the switch was inevitable.
And yes that dude is throwing up on the screenshot 😀