Ren'Py The Minerva Project [Development Thread]

probably_dave

Member
Jun 3, 2017
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363
Thanks osanaiko and hiya02 for your comments and support.

In regards to the old Doc, I do have an idea for the model as a different role in the game so I will likely bring her back (with a few minor tweaks) in a later release. The personality of this character should meet her look fairly well.

Going forward, I'm also going to look at providing more regular updates (targeting each weekend). These will mainly be around the UI and gameplay elements (with a few renders thrown in). This should hopefully give you more visibility of how the development is progressing as we approach the end of September.

In the meantime, I had a bit of a break today from the usual rendering but decided to create a promo shot for the Emergency Services characters. I'll likely be using these type of shots for the menu screen within the game and promo images:
EMS_promo.png
 

probably_dave

Member
Jun 3, 2017
133
363
Hi Everyone,

I was hoping to provide a further update a few weeks back and I was looking to provide a details description of how the maps work within the game. However, to implement this properly to give actual in-game footage, I had to redo other parts of the game which I was planning to do later. Rather than hack it together to be able to show some screenshots, I decided to fully implement the later parts.

This means, for this week, I should have three weeks of updates in one go. I'll post these between now and next weekend.

So first, let's start with the maps system.

The last update I gave on this was the new logo:
old_logo.png
This was a screenshot taken of around the centre area of the map. It was built using the initial builder and included all buildings that I had previously made as an example. However, it doesn't represent the actual initial game maps as all buildings are mixed together (for example, the building site is next door to the your Mansion).

In the actual game, there will be 4 different zones. These are:
  • Civic/Commercial - Where most of the management and Shops are
  • Industrial - Where you make and distribute goods
  • Residential - The suburbs where most people live
  • Farmland - Where you grow crops
You can build pretty much whatever you want in each area, however, mixing building types will usually have some a negative effect on some of the buildings (e.g. pollution, etc). In addition, as you progress through the game, more areas will become open (not in the initial release though).

So, let's start with the Civic/Commercial sector:

Civic/Commercial:
Civic.png

So, I've made a few changes since the previous update. Firstly, I'm sure you'll notice the area is now much more sparse. I did this to give the player more opportunity to build things in the centre. Although there will not be too much to build in the first release, you'll have more options in later releases.

Secondly, each model has been re-worked. take the Mansion for example. This is now significantly bigger (previously it was 3x3 and now it's 5x7). This was done to make the Mansion be more 'dominating' in the village. Each model is now fully to scale for the renders at each screen. For example, the pool behind the Mansion was squashed in behind the Mansion previously and now it's accurate to it's size in the renders.

I've also removed the smaller houses (I may add a few back) and replaced them with blocks of flats. These are the cheapest per population in the game so is something the player will hopefully want to replace with nicer housing as they play the game.

On a slight detour from the Civic/Commercial area: The scene now contains a few icons to help navigate:
  • Bottom-Right > Rotation Box: The screen is now fully rotatable:
roatation_Example.png

  • Bottom-Left > Pai Icon: Allows you to communicate with Pai. This also acts as a general status screen
  • Top-Left > The top left will contains a Status bar, however, I wasn't happy with the design so I removed. I should have it back by the end of the week. Right now, it contains the debug menu
  • Each Edge >Navigation Arrows: These allow moving between different areas.
In addition, the time of day is now reflected in each map:
time_example.png
Each building has an unique image depending on the time of day which will help the user see instantly if the building is open or not.

The rotation and time of day apply to each area and every building in the game. In addition, each building can be rotated when being built.

Back to the Civic area, it contains the following buildings:
  • Mayor's Mansion > The big building in the centre. This is where you live and where the population will come to to petition for different policy changes or give you different quests. Also contains some offices to control different aspects of the town
  • Grocery Store > Left of the Mansion. This is where your population buys basic goods to keep them fed. Has a very limited supply of more expensive items
  • Emergency Services > Bottom Left. Holds the Police, Fire and Health departments which I covered in an earlier post
  • Diner > Small building south of the Mansion. Social area for the town. This is where you'll interact with characters outside of their work, at least at the start
  • Clothes Store > Right of the Diner: Sells and creates clothes for the population
  • 3 Blocks of Flats > Spread around: The worst accommodation you can get in the game for your population
I may change the layouts slightly (I may offer a few different variations) but the buildings themselves in each area will remain practically the same.

Industrial:
Industrial.png

The Industrial area is where you mainly make goods (which in turn will make you money) and where things initially arrive into town. This will be the most common area the player will likely visit to control what the town produces.
  • Station > At the top: This has two functions, it allows people to arrive in your town (left side) and it's how all the goods are delivered (right side).
  • Building Site > Below the Passenger side of the station. Where you build things and maintain your town (more details in the next post)
  • Small Bakery > Below the Building Site. Converts various ingredients into goods for consumption by your town or for export
  • Depot > Below the Cargo station: Manages the import and export of goods and the distribution of goods across your town
  • Utility Base > Bottom left of the Depot: Manages the Utilities of the town (Water, Electricity, Internet and Sewage)
  • Small Factory > Bottom left of the Utility Base. Closed when the game starts. Can be used to create different type of goods
  • 2 blocks of flats > Across the area: The cheapest of cheap living accommodation
Farmland:
Farmland.png
Farms Buildings work differently from other buildings within the game as well as the goods they produce. Most farm buildings have a building that must also be in the same area to either be built or to grow a specific crop/animal.
  • Farmyard > Top left: Allows the construction of farm buildings within an area. The player can visit to control the entire farm production of that area. Contains room for one small industrial machine related to the produced crops. This will be a General Farm goods packaging at the start of the game
  • Silo > Tower in the centre: Stores crops and allows the production of grains in fields within the same area. Requires Farmyard in same area
  • 4 Fields > Spread throughout the area: Grows crops or supplies animals over time. Starts with Wheat growing on a rotational basis (each field takes one month to generate the crops, but each field will be timed so there will be a delivery every week)
  • Small Chicken Coop > Not Shown: Provides either chicken meat or Eggs if fed with Grain.
As the Farm does work differently to some other aspects, I'll cover it in more detail in a later post.

Also note, there's a different road type in the screenshot above. Different road types will have an impact on the amount of traffic that can be supported within a given area.

Residential Area:
I haven't completed the Residential area of the game yet, however, this will be the least important area at the start of the game. Once it's done (probably before the end of the week), I'll post a quick update (along with the status bar mentioned earlier)

Other:
Each of the trees/rocks that you see in areas that don't have buildings are separate objects in the game. I'll add more variety to these before the first release as they'll have an impact on the construction costs of new buildings.

General:
When interacting with buildings, a menu will pop up that will provide various actions for the player.

When you Mouse Over:
MouseOver.png

When you click:
ClickMenu.png

This will give you different context dependant options. In this example:
  • Car: Travel to that building. On mouse over, will show the cost
  • Question Mark: Info and Status of the Building
  • Cross: Close this menu (you can also click anywhere else in the map)
These options will appear around the area that you clicked. I'm hoping this will provide an efficient way of navigating and accessing the info the player will need.

Background:
The reason why I chose these buildings for the start of the game is because it introduces the player to the core concept of the game. The most efficient way of creating a successful town is creating a full supply chain.
When you start, the only industry that you have that produces final goods (which you make the most money on) is the Bakery. The main ingredient for the Bakery is Flour which virtually all the goods that the bakery can produce needs. Flour is made from bags of grain in a Factory.
When you start the game, you are exporting bags of grain from your farm, and then importing flour for your Bakery. This is inefficient because, in effect, you have to pay for the grain to be transported to another town, converted in a factory to flour and then transported back to the town (the cost is the difference in import and export costs of different products).
This is why, within the Industrial area, there's a closed factory. As part of the first month, you'll be guided through opening this factory and setting it up to produce flour to complete this chain.

Things still to do on maps:
  • The residential area (over 50% complete) (first release)
  • Status bar on the maps and redo movement arrows (first release)
  • People icons to show who's in which building (first release)
  • A few extra houses in the Civic area to make it look less sparse (first release)
  • Quest Icons to show if a building needs to be visited for a specific quest (first release)
  • Fields shows crop stage of growth (first release)
  • Chicken Coop Model (first release)
  • Emergency Services doesn't rotate properly (first release)
  • Additional buildings for the player to build (keeping them a surprise for now)(first release)
  • Additional random ground parts (e.g. more tree models, ponds, etc) (Continuous)
  • Full Town Map for quicker travelling between areas (later release)
  • Road and Building entrance: each building has an entrance however the road network doesn't reflect this. I want the roads to turn in to these entrances for a crisper look. (later release)
  • Multiple initial layouts (later release)
  • Station model improvements (it looks bare) (later release)

Some questions you may have:
  • This sounds complicated, will there be a guide with the game? The game will contain a detailed help menu within the game that explains each concept in detail. This will be built up over time however Pai will guide you through the basics during the first week. This is for general gameplay. As for walkthroughs, I will cover the Quest system and tracking in a later update. My aim is to make the game so you don't need an external guide.
  • Will there be a Sandbox/Story mode where money doesn't matter? I currently am not planning for this but I'm sure someone will mod the game if it's gets popular to do this type of thing
  • Can you customize the layout of the town at the start? Right now, I'm planning on including a few different layouts to start with. I have not decided yet if these will be assigned randomly when you start the game or if you can chose which you want. As for creating your own starting layouts, this won't be in the first few versions, but if there's demand for it, it could be possible
  • Will there be different seasons in the game? This is something I've considered and written out the gameplay logic for it. However, implementing seasons will quadruple the number of renders needed for each building, so right now, I don't think they'll be present. In addition, I feel this will add unnecessary blocks to certain parts of the game (e.g. the pool) as people would not want to use some features during the winter
  • Will certain buildings be limited to certain areas? Only farm buildings will have limitations, however, in theory, you could build a farmyard in each area to combat these limitations. However, certain buildings will receive negative penalties if they are too far from other buildings. This can be combatted by having smaller versions of key buildings further out to increase the coverage area of different buildings (planned after the first release). However, some areas will have 'Special Buildings' (see below)
  • Will all areas be equal or will some provide additional benefits (like better crops)? For most buildings, each area will be equal (however, they could have a positive or negative effect on their surrounding area). There is plans for 'Specialist' features however. For example, one of the areas you'll eventually open up will be a coastal area. Here, you'll be given a choice of developing a beach area or a fishing area. These type of buildings will be limited these specific areas but you could also build any other standard building in these areas too.
If you have any questions on some of these concepts, how they we're implemented or just general questions, please feel free to ask and I'll do my best to answer as soon as possible.

I'll showing how different concepts have been implemented in the coming weeks. However, the next one will be in a few days where I'll be covering the how the construction system works. I still need to complete a few renders for the UI, but it should be posted in the next day or two. While you wait, here's a preview of what the construction screen will look like:
Construction.png
 
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hiya02

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Oct 14, 2019
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Thanks for the info . I was really hoping to be able to design & build the village from the scratch to my own liking, but I understand it will sure be a lot easier to just provide ready-made blocks. Hopefully that can be added later at some point, or by a modder...
 

probably_dave

Member
Jun 3, 2017
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Thanks for the info . I was really hoping to be able to design & build the village from the scratch to my own liking, but I understand it will sure be a lot easier to just provide ready-made blocks. Hopefully that can be added later at some point, or by a modder...
I've got an idea of how it could work, the problem I have is during the starting scenes, the layout is important as you're guided through the town. Changing the layout of the town will break this. Now, I have an idea of how to get around this (thinking an advanced mode where you start on Day 2) but it will also need tweaks to the building menu to allow the free placement of buildings at the initial setup.
As right now, my priority is getting the first few seasons complete, this is something I likely won't pick up for a while. However, if feedback is pusing for it, it may get a higher priority.

I was also hoping to provide a full post on how the building process works, however, due to real life, I haven't had time since the last post. I'm also out for the next few days, so I'll likely only be able to post it on Friday. This should be followed shortly afterwards by the logistics system.

In the meantime, here's Rita being as welcoming as usual:
AAA_Buiild_Enter_2.png
 
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osanaiko

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Jul 4, 2017
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I've got an idea of how it could work, the problem I have is during the starting scenes, the layout is important as you're guided through the town. Changing the layout of the town will break this. Now, I have an idea of how to get around this (thinking an advanced mode where you start on Day 2) but it will also need tweaks to the building menu to allow the free placement of buildings at the initial setup.
As right now, my priority is getting the first few seasons complete, this is something I likely won't pick up for a while. However, if feedback is pusing for it, it may get a higher priority.
I appreciate the idea and I also loved city-builder games in the past. But I would strongly caution against adding any more technical complexity at this stage - your game is already pushing many boundaries for a one-person dev project.

Stepping back, the ability to "gather resources -> build structures -> progress game for more XXX scenes" is already a very compelling game loop. The player can get the "reward" only after putting in their effort, which it what makes this type of game so much more satisfying than a simple "click through dialogue until another character throws herself at MC" kinetic novel style game. Many player dump scorn on games with "sandbox": mechanics, and of course a poorly implemented sandbox can be a frustrating travel-fest trying to find the next progress trigger - but when done correctly, the effort expended to explore/progress is what makes the eventual reward much more satisfying.

Allowing a player to select the exact map location of the building as it is unlocked will add almost nothing to basic gameloop process: the only gameplay difference I can think of would come from some sort of location/adjacency/efficiency bonus - but that's the sort of effect that a player would only learn and be able to exploit after playing many repeats of the same scenarios. And I don't expect this is the sort of game that would lead to many repeated playthroughs, simply because adding enough art content to make that rewarding would be a huge burden of additional development.
 
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probably_dave

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Jun 3, 2017
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Have you made progress with this project during the past months?
Unfortunately not, the past two months real life has taken over and I've made very limited progress.
This is firstly due to getting out of lockdown and returning to semi-normal life. Meeting up with people I haven't seen for ages meant I had limited free time left over. And then, to top things off, I ended up screwing my knee which means I could no longer sit down at my desk for lengthy period of time to work through the code and rendering. Things as starting to get better now though, so the work is starting to pick up.

However, during the last month, as I haven't been able to render or code (I tried for an hour and ended up unable to walk for the rest of the day), I have been working in the old fashioned way of pen and paper. This means I know have most scenes for the first release scripted and described. I'm now working on converting all of the hand-written stuff to articy.draft so I don't accidently spill coffee on the paper or something.

What this means is, when I start rendering and coding again, I can do so more efficiently. For example, when rendering, I've been following the path of the story (and sub-plots). As these move between locations, I have to spend a fair bit of time remembering the location and setting up the scene. By constantly jumping between locations, this time adds up to a significant proportion. I'm hoping, now I have everything written out, I should be able to do the renders location-by-location and not in plot order.

I'm hoping to be back to full working speed within the next two weeks (currently I can do about an hour and a half but then need a break to stop my knee re-seizing). I'll let you know how everything is going then :)
 
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hiya02

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Oct 14, 2019
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I hope your knee is getting better, though it might take months to fully recover.
Have you tried lifting up your desk so you can stand while working? I have had my share of back problems and I have noticed that altering the seat and monitor heights slightly has helped me.
 

hiya02

Member
Oct 14, 2019
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Have you continued the development? I'd hate to hear if this promising game would be "put on hold" or ditched entirely!
 

osanaiko

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Jul 4, 2017
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probably_dave I also want to voice my support for you and your game. I thought the concepts and work in progress samples you've shared were very interesting and have been keeping tabs on this thread in hope that we would see a demo soon.

Hope you are doing better and still have the drive to keep the project alive!
 

hiya02

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Oct 14, 2019
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I guess this is now yet another failed project...
It has been more than a year in development and even the "tech demo" isn't ready. Maybe it just was a tad too ambitious project? :(
 

ayy

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Sep 14, 2016
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I guess this is now yet another failed project...
It has been more than a year in development and even the "tech demo" isn't ready. Maybe it just was a tad too ambitious project? :(
Seems to be a pandemic project, and dev probably got busy with real life. Its a shame, I just discovered this game and it looks like it could've been really cool.