This week has seen a complete overhaul of the touch interface for the game; built specifically for the mobile version of the game it turns out to be pretty good on touch screen laptops too.

Beyond that, the beta beach quest has been expanded to test objective and reward randomisation, and sample buildings have been created to experiment with shop mechanics.

In addition, this week saw the introduction of a preliminary sneak mechanics. Haven’t quite worked out where this will be used, but it works. I’ve also implemented a manual level up system, allowing players to customise the characters to their play style without altering their storylines.

Next stop- the economy!

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