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#12 - paths and loose ends
March 26, 2021
by
ruby0x1
1
Take the long scenic road I haven't posted in a few days cos I took a detour to do some engine tasks. I also spent time thinking over the balance mentioned in the last post. I went over the list of 'n...
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#11 - QOL pass #1
March 21, 2021
by
ruby0x1
1
Quality of life Minor update today, my partner play tested a little, since the game has been changing fast, they hadn't played in a while. There were several immediately obvious issues that are quick...
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#10 - waste + food + water
March 20, 2021
by
ruby0x1
1
Connecting the dots Today I focused on finishing up the loose ends for the remaining producer buildings, making consumers block things, adding the waste resource to the game, and more. I did do a few...
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#9 - power buildings
March 19, 2021
by
ruby0x1
Quick asset pass Today I didn't have much time to spend but I fixed some issues, connected producers and consumers to the power network so they stop working when they're powered and aren't on the netw...
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#8 - time of day
March 18, 2021
by
ruby0x1
Finally some variation in screenshots I love the orange look... but I was just noticing all the dev logs stack, and my twitter feed... just orange. The good news is changing the visuals has an importa...
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#7 - power network
March 17, 2021
by
ruby0x1
2
The power grid is green And sometimes red if something lacks power... Note I won't just be using color to distinguish states, this is just debug visualization for myself at the moment! The power netwo...
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#6 - residency and power
March 16, 2021
by
ruby0x1
1
Powered Residency From last time , I mentioned I still want to look at power, and finish the residence system. Today I did just that although I didn't spend much time so power is partially done. The s...
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#5 - population + more stock
March 15, 2021
by
ruby0x1
2
Even more stock nonsense Last time I mentioned some easy tasks I wanted to do, let's see how it went: - ✔️ functional producer/consumer buildings set up - ✔️'Residence' system, so that new peo...
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#4 - building tech trees
March 14, 2021
by
ruby0x1
2
Stock transit Yesterday I fixed tasks and the stock movement , and today I did a bit more work on that to fix some issues and tidy up usage. Also it's amusing when your resources pile up, at least you...
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#3 - tasks and stock piles
March 13, 2021
by
ruby0x1
2
Stock Revisited As mentioned yesterday in #2 , the way the stock system works was revised but it didn't affect building costs and wasn't physical as it should be. Today those issues are resolved. Wort...
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#2 - stock piles
March 12, 2021
by
ruby0x1
1
#gameplay, #systems, #mossfield, #luxe, #editor
Research Center One building I hadn't added yet is one of the most important... the research center. This is effectively your starting point, your base of operations, and holds your initial stockpiles...
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#1- status and tasks
March 11, 2021
by
ruby0x1
2
#hello
Current state - Buildings + Upgrades system and content pipeline - Basic Resources, spending, gaining, and displaying - Foundations tech tree implemented Next steps - Switch to stockpiles for resource...
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