It’s time to reveal the final playable character for the game! This is Jeon Park, but he’s also known as ‘Captain Caribou’.
Four years ago, Caribou City government hired a crossing guard superhero mascott to teach kids about road safety. 2 months after, Jeon was fired. But believing “the city needed a hero”, Jeon kept Captain Caribou alive. Instead of opting to fight crime like a useful superhero, CC remains committed to not only helping kids cross roads, but making sure everybody gets to work on time. He’s perhaps the most unnecessary superhero ever.
Jeon’s skill tree is based around public transport and link-based buffs. He gets access to train stations, subway stations and taxi ranks.
Also this week I’ve continued to polish up the game. Once of the coolest things I’ve added recently is the building placement animation- before when you placed tiles they just appeared. Now there’s a nice animation to accompany that:
What’s left to do:
-Playtesting/tweaking on the main campaign mode missions.
-Skill tree icon graphics.
-Finish adding new sound effects (90% done).
-Playtesting AI/tweaking & balancing.
-Final card balancing.
-Stats tracking & achievements screen.
-Improvements to options and card database screen.
-Finalize script then commission some voice acting!
So there’s still a bit to go but for the most part it *should* be quite straightforward. The largest part is basically tweaking and polishing various elements of the game. There may be a few update-less weeks ahead as some of the things above are very boring to write & read about in updates. I may move away from a regular weekly update to a ‘post when I’ve got something interesting to share’ schedule!
But to end, here’s a couple of random buildings from weeks prior that I (don’t think) I posted:
This week I’ll share with you the 7th playable character in the game- Miranda Lynch. Some of you will have come across her already, she’s a ruthless business tycoon and CEO of Patriot Burger corporation.
Her skill tree involves various capitalist tactics such as building fast food restaurants to fortify her economy score. The best bit about this is that she can also give the fast food restaurant cards to players she is playing against, and once they place them these give *her* economy points.
With the characters in the game I’m trying to keep a good balance between positive/constructive characters that are geared around building up positive scores for themselves, and the negative/destructive characters based around screwing over everybody else! Miranda is firmly in the second camp. I’ll reveal the last character next week.
I’ve begun to focus on polish and balancing this week, starting with sound effects. I’m really pleased with how the game is sounding now. I’ve added a lot of little details that make the game’s interface feel really pleasing- an ‘approved’ stamp animation & sound when you select a card from the card shop for example.
Give or take a few, all the buildings for the full release are now in game. There are 198 cards, and 166 of them are buildings. Lots of them need tweaking for balance reasons though. I’ll finish the update with sharing some of the best from the final batch:
Progress is going well, as of right now I have 7 character skill trees working- and I’m currently working on the final one. There still needs to be some balancing, but once the characters are all in I can get down to some proper adjustments and enter the final ‘phase’ of the project!
But here’s this week’s character; the ass-kicking military industrialist, Marine Vasquez.
Marina’s skill tree features unique buildings such as the Military Base, Barracks, Large Factory and Nuclear Power Plant. Basically her play style involves building your economy score rapidly and screwing over opponents in versus with the likes of the Toxic Waste Dump!
My personal favourite of her unique buildings is the intelligence headquarters:
Sure to strike fear into versus mode players everywhere, this building has a special ability that clones the 3 most expensive cards in-play and adds them to your deck. This is obviously really powerful later in the game!
Elsewhere, I’ve finally started the sound effect overhaul I’ve had planned since the Preview version. It’s coming along well, and the game actually sounds like a city now. There are dozens of different ambient sound effects to accompany the buildings you place, ensuring the sound reflects what you’ve built.