Recent Posts

Pages: [1] 2 3 ... 10
I would love the ability to change a products name in the project management; right now that is not available...
New releases / Alpha 11 progress update
« Last post by PatchNoteBot on May 03, 2019, 11:00:17 AM »
Steam Post

Current status
Development has been progressing smoothly. I've almost finished the overhaul of the development mechanics, I still need to rewrite software types, balance and bug fix. When the overhaul is done, I have to add some new features, before I can release the initial test version, including conferences and publishing deals (You can read more about it in the Trello). I don't expect the initial test version to have the software update mechanic, as that requires quite a bit of work by itself. I expect to be able to add it without breaking save files, so it isn't worth delaying for.

What has changed
Education and specializations
Specializations are now split up into three separate levels, rather than one continuous value. Each level has a major impact on gameplay, rather than just being a quality multiplier. For programmers and artists each level decides what level of features they can work with and not the quality they add, which means the "minimum specialization" hack I added in alpha 10 is no longer needed. Product quality is now controlled by the base skill of an employee and development speed is simply controlled by employee satisfaction, making it much easier to guesstimate timelines in the game. This change will most likely also bring back the progress bar in the alpha phase, which I know was a major pain point for some of you.

Leaders and marketing employees now also have specializations, which means you no longer send leaders off to a single HR course, instead you unlock HR features by levelling up leaders' HR specialization.

As employees increase their skill in a role, they also slowly earn experience which you can use to unlock the next level for a specialization, making education more RPG-like, but also way simpler and more discernible.

Features and the design document
Most of the feature dependency systems have been removed, to declutter software and simplify creating new software. As such the feature tree has been removed completely. Software now consists of a few main features (up to one for each specialization) and contain a bunch of smaller sub-features that satisfy each target market differently. The main features can depend on other software, like how 2D graphics will depend on having a 2D graphics editor, but sub-features can't have any dependencies, other than their main container feature.

There are no longer patentable features, instead each specialization has a tech level that can be researched and patented. Each main feature has a tech level based on its specialization, which impacts the satisfaction of your target markets and development time.

The design document has been pagified to accommodate the new target market selection screen. It currently consists of 4 pages: General information, dependencies, target markets and overview/team assignment.

Level 3 features

Each "sub-feature" has a level that controls its impact and the required level of employees to work on it. The max level features don't add anything to product quality, but actually change gameplay in some unique way. To accommodate this change I've written an interpreter from scratch,  so you can write C# like code directly in your XML mod files, to add new and interesting features to your software types.

Other stuff
  • Software licenses are now only paid for needs (Not operating systems), and they are paid monthly during development, instead of as a onetime fee at the beginning.[/*]
  • The delay phase preceding the beta phase of development has been removed.[/*]
  • You can no longer "over-design" a product, the design phase just ends at 100%[/*]
  • The skill of applicants no longer depend on company reputation, but company benefits.[/*]
  • I made some 3D animal models in my spare time to practice, which will be spread around the maps.[/*]

Translations / Re: [Translation] Greek - Alpha 10.10
« Last post by JimChrModer on April 28, 2019, 04:40:57 PM »
Ανανεώθηκε η μετάφραση του S.I στην έκδοση 10.10.10!!! :D
Support / Why don't permanent couriors work for their full hours?
« Last post by happysmash27 on April 01, 2019, 07:29:44 PM »
When I hire a temporary courier, they work for a full four house, but when I hire a permanent one, they only take one batch of boxes, then, when they are loaded, immediately leave. Why is this? Is it a bug? Is this even the most profitable way to do this (I have a printing business)?
Announcements / Re: Software Inc. has been greenlit
« Last post by JimChrModer on March 20, 2019, 10:17:48 PM »
Congratulations!!! Could you give something and to game translators? ;D
Suggestions and ideas / Re: Smaller GUI scale settings or multiple columns
« Last post by happysmash27 on March 20, 2019, 12:32:57 AM »
I would personally like the ability to use a taller window resolution, since I can't use my full screen height in windowed mode without having the window borders push the game about a pixel in to my second monitor.
Announcements / hello
« Last post by JamesAdjut on March 19, 2019, 09:45:05 AM »
It seems magnificent idea to me is
Suggestions and ideas / Smaller GUI scale settings or multiple columns
« Last post by zeus on March 16, 2019, 10:44:15 AM »
I would like a smaller setting for the GUI.
When i develop 12 projects at once i have to scroll constantly to make sure i dont miss a completed work step for design / code in one of my projects.

Alternatively i'd like to have 2 columns for my projects so i can see them all at once in 100% scale.
Currently, getting a building plot costs about the same weather rural, urban, or suburban: $50,000. This is unrealistic, as rural locations often cost far less and urban locations often cost far more. I'm not sure of the exact costs, but many rural locations I have seen in deserts cost less than $10,000 for acres of land.

To be balanced, there should be advantages and disadvantages for different locations. More urbanised locations, for example, should be more expensive for land use, but less expensive for internet, with much faster internet available. They should also have more hiring options than rural locations. Individual employees may or may not be willing to move.

To reduce cost, it may also be useful for one to provide their own utilities if needed. For example, one could have solar panels and wind turbines which would provide a fixed amount of power for some upfront cost and a small amount of maintainence, useful in rural areas with low utility availability or for reducing long-term cost. If insufficient power was available, things would stop working. Water wells for tempurate environments and rain capture barrels for deserts could perhaps be used for water, although rain barrels wouldn't be super effective, so buying water in the desert may make more sense if water lines were available.

Rural internet is sometimes barely available, or only available in extremely slow speeds. For this reason, an interesting feature in-game would be the ability for one to build their own internet lines, for a high up-front expense, to an ISP. If different ISPs were implemented, changing them could get very expensive due to needing either a new line, or needing to move/expand the existing one. For more internet to be available, new lines would need to be made. Higher-capacity lines would be available over time.

Other weird self-sufficiency options would be good too, like the ability to train employees for tasks like IT and in rural locations, maybe even the ability to farm. This isn't necessary for the core idea though; it is just an expansion on it.

I may update this later to better flesh this idea out, but for now, I must do another task.
« Last post by axell on March 13, 2019, 09:25:57 PM »
Add ability to use issue tracking system in addition to Version Control system. Issue tracking should be also installed on project server and will improve quality of development and support
Pages: [1] 2 3 ... 10