Man Overboard!

~~The 4MB file size limit while not supporting proper video formats (only GIFs) makes posting here really rather annoying.~~

~~The 4MB file size limit while not supporting proper video formats (only GIFs) makes posting here really rather annoying.~~

Despite not quite hitting our goal of having a MVP done till the end of day 1, it's 3:30 AM and we aren't that far from it. So far we have:
The idea is that by deploying multiple divers, the player will have to triangulate the location of treasure, while managing various resources. We'll see if we manage to make the idea work as a fun to play game.

While managing and transporting around divers who scavenge for treasure is no easy task, we still managed to get a minimum viable product together today. This leaves us with the entirety of day 3 for polish, which is great as the game will need a lot of tweaking to be actually challenging.
The button was supposed to say "continue", but since Unity's TMP really hates working with version control, we've had all kinds of mishaps like this one ever since we started working on UI.
That's great! Now you can even let others do it instead of you while you focus on the fun parts like driving the boat ~~and trying to not run them over~~. Check out Riches From Below here: https://ldjam.com/events/ludum-dare/57/riches-from-below

Your squad of divers is waiting over at https://ldjam.com/events/ludum-dare/57/riches-from-below

Given how Mac builds are usually a mess to get working, we usually didn't bother with them, but one of our team members wanted to show the game to his work colleagues who have Macs, so now we have a Mac build.
Check out the game here: https://ldjam.com/events/ludum-dare/57/riches-from-below
With less than 24h to go, here's a friendly reminder to test if your exports out of the engine work as intended. Nobody wants to be stuck dealing with exporter issues in the final round of the jam which is already stressful enough.
Our team went all in this time and finally took a day to set up Unity projects to build properly on our CI server, so making a build is now just a matter of tagging a commit properly before pushing :smile:
No visuals yet, but the economy simulation is already somewhat working. But apparently the defaults tax all the money out of the economy in just a couple of turns :sweat_smile: This is going to be one hell of a balancing job.

We apparently end up writing one of those almost every single Ludum Dare...

After a whole day stuck in a quagmire otherwise known as "making UI without an UI designer on the team", we're finally getting somewhere. We knew in advance that this game concept is going to be UI heavy, but we're starting to somewhat regret the decision.

The more UI we implement, the more it starts feeling that the whole game should've just been an excel macro...

After 3 days, we finally got our economy into a somewhat balanced and fun to play state! Come collect some taxes while trying to not bankrupt your villages: https://ldjam.com/events/ludum-dare/58/taxcellent

If you feel like managing an economy to collect as many taxes as possible is your thing, might want to check out Taxcellent here: https://ldjam.com/events/ludum-dare/58/taxcellent
