With my friend and one of his graphic design friends, we decide to participate in the Ludum Dare of December 2017. We have one month left to train before the fateful date. As we mainly develop on Javascript, the techno choice was Phaser.io.
I had already used Phaser.io for the Ludum Dare 34, which I unfortunately had to give up because of... You know, life. I rediscovered my old project of the time, Ultimate Farming Simulator (nothing but that!) and decided to train me on it, improving all possible aspects (new isometric system, animations, new graphics, refactoring code...) and my friend is training to recreate a brick break.
Voting for themes is coming and we are slowly starting to think about ideas that can inspire us. It's not easy for all of us, if not see the black hole for some of them (hello, Tiny Machines!). More than hope to have a good draw!
D-Day arrives, and finally, I find myself rather alone to develop the game...

And if that wasn't enough, the theme of the day,"The more you have, the worse it is", is one of those that inspired us moderately. Nevermind! An idea comes rather quickly, a kind of country management simulation, where "The more" would simply be humans. Follows a draft idea, which adds parameters, themselves adding rules, and finally a project starts after 2 hours of reflection. As I'm not really a graphic designer, I try to focus on the gameplay. A lot of ideas are added, like events per turn, but I have to be reasonable too: time is limited. The question, which will be asked all along: how to make the game understandable via an interface?
First step: make a deposit on Github with the minimum files: the assets and dist folders containing phaser.io, an index.html and main.js files. The project does not have a name yet, it will be called project0 for the moment.
Second step: display player and surrounding countries settings in order to test the future rules. Do we have to show all the parameters? How to store and manipulate parameters internally?

Step three: think about starting the interface. Simple enough not to confuse the player, but manage to have all the parameters and possible interactions at hand. Thinking about the interface also allows you to make choices about the rules and interactions that will be introduced or eliminated. Doing something global, the interface will inevitably evolve during development.

The rest tomorrow! In the meantime, you can test, comment and rate my game here ;)