Dev Diary 17 - Uncle Ian


Does this game need a story? Probably not, but I can't resist.

(My one and only plug for my book on Amazon)

Essentially what is in the game so far is a bit of exposition providing the player with a reason why they are the owner of a business at all. Where there assets came from, and why they have a bunch of money.

This always bothers me about simulation games. They hand you a bunch of land and a bunch of money, and rarely have a good reason.


As you start the game, your uncle Ian appears, looking a lot like the character you just designed and gives you the following dialogue:

var dialogue : Dictionary = {

    "Uncle 1"  : "Hey... How are you holding up? I know this is a tough time, but we both know your dad would have wanted us to keep moving forward.",

    "Uncle 2"  : "As you know, he left the company to you when he passed.",

    "Uncle 3"  : "What you might not know is that I’ve been a silent partner for a while now. When times were tough, your dad sold me ",

    "Uncle 3.5": "% of the company.",
    "Uncle 4"  : "Since we're family, I never took any profits. Just an understanding that he’d buy the shares back at their market value when the time came.",

    "Uncle 5"  : "I have some other ventures I want to pursue, so I’d appreciate it if you could buy me out sooner rather than later.",

    "Uncle 6"  : "And who knows? Maybe we could work on something together again in the future.",

}

So far, that is all that is the game, but I would like to share with you the general idea of what where I am going to aim the story.

Reminder, that what follows in not currently in the game, just my eventual goal.

After you buy back your shares from your uncle, he comes to you needing supplies. He comes to you asking for large amounts of goods.

Sand, Gravel, Concrete, Limestone, Steel, Glass, Plastics, Composites, Nuclear Fuel, Aerospace materials, etc. Just to name a few.

He wants the goods shipped to the middle of nowhere in the pacific, and as you supply him, he begins to let you in on his new business venture. He is building an island, and you are supplying him with the necessary materials to do so.
Once he has everything he needs, the island is in place. He reserves some tiles for you to use. (Mines wont be placeable, obviously.)

Then his next project begins. He plans on building settlements on mars, and guess who is in charge of gathering supplies?

Once he has built out a settlement, you are now able to build on mars, and trade items back and forth to earth. (Transport is going to take a long time obviously.)

Mars will have a much more limited fertility spectrum, but will be able to supply more goods. (Albeit for absurd amounts of money).

Okay, Mars, sure... what about Venus? Mercury?... Saturn?... Jupiter?... some moons?

That's the idea. Each new planet will be an undertaking that will require large amounts of supplies and planning.

Now you might be thinking that without water, and national borders, how does the country/tile system work? To put it simply, the planets will be divided into sections, maybe 20, or 200, or 2000. We'll have to see.

Anyway, there is quite a bit to go before I can get to that stage of development.
In the mean time, be nice to Uncle Ian. He'll be your best friend soon enough!

Upcoming:

DD18: Power Generation

DD19: Exports and Transport Vehicles

DD20: User Settings

DD21: Private Shares

DD22: ???

Files

Factory Default - Build, Trade, Repeat v0.0.1.1.zip 209 MB
22 days ago

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