6 December 2015

Bleak Devlog 06-12-15

Final update before everything that's been worked on thus far is handed in for Christmas.

So here's the last minute mechanical additions to BLEAK.

Power, as a resource has been added. It works a little bit different to the other resources as it's not produced regularly, instead being produced in one lump sum when the building is created. That total is then subtracted from by any power-producing buildings (currently only the Brickworks, but that's going to change after Christmas) and the remainder is sold on to the BLEAKverse equivalent of the National Grid. Power currently has a value of 5 Currencies for every nebulously-defined unit, so right now it's not a particularly useful money making idea, given that the only implementation thus far of a power producing building is:
A solar array, it's small, produces one whole power, and probably isn't very good value. It's got an upkeep cost of 4, meaning that you're only getting 2 currencies back from it.

What? It's a Solar Cell, in England. What did you expect it to do. The solar arrays inefficiency is also down in part to certain hallmarks of the dystopian genre, Solar just isn't grim enough. It's too clean and harmless. Coal, Gas and Nuclear is where it's at in the Cyberpunk Dystopia's BLEAK takes its inspiration from.

Here's an example of how the solar array looks in the two lighting states. I know the shadow is super low resolution, but you're never going to be playing at this zoom level, so it's okay.

And here's a gratuitous shot of a settlement, with a meagre turnover, and no power surplus.

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