Progress Continues


Work continues on the first real build of the game, I've made great strides in refining the UI and properly implementing the various systems needed to connect the player to the world in a satisfying way. I hope to release this version by the end of the month.
Notable changes and additions:

  • The intel system is closer to its final form. You can gain various intel snippets from different sources, global news cycles, political press releases, publicly available data, your AI's insights, data mined from controlled devices and so on. These snippets are displayed as a grid on your intel screen, arranged chronologically. Snippets decay over time to reflect their reduced reliability as time passes, unless you star them to effectively pin them to the top of the list. You can click any given snippet to expand it out into a pseudo news article to see the full story. Most snippets do nothing on their own, rather they provide actionable information for the player to choose what to do with. Certain snippets that reflect changes in simulation metrics automatically update your latest information on the world sim when they come in, while I want the player to choose their own actions based on available and sometimes imperfect information I don't see the need to make you manually validate those, but the rest are up to your own interpretation.
  • The event system is now fully hooked up and I've made some improvements behind the scenes. As the Misalignment scenario is intended to be effectively a tutorial of sorts, it starts with its own query events and those are pulled from a random pool with various potential outcomes depending on your answers. You might be able to subtly shift continental policy by slightly altering the rhetoric in a speech a politican has you proof, or siphon cash from a business to a shell company you own, if you own one, by using a backdoor on their device. These outcomes do generate suspicion and more powerful outcomes usually require more computational power to implement.
  • I've upgraded the profile UI back end a bit, it should be fully ultrawide compatible now - panels stay center aligned and don't expand too far on ultrawide screens so it remains comfortable to use.
  • A main menu has been implemented now so you can change your settings before starting the game, settings are stored save-agnostically, you can enter any arbitrary resolution. You can also alter the game's text scaling to suit your preferences.
  • Saving & Loading should now be fully implemented, although I can't guarantee full save compatibility generally any issues should be resolved by just saving & loading again after an update, perhaps waiting for an hour tick or two to ensure data is properly populated.


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