New Global gameplay

Hello fellow co-conspirators!

These few weeks have been pretty busy. I’m preparing to show my game at Full Indie, a local Vancouver game dev meetup. It’s the first time I’m showing the game to a large group of people instead of a single playtester at a time, so I’m a bit nervous. What makes me feel better is new art!

It really doesn’t affect gameplay at all, but it does help me feel like I’m doing more of a professional project, haha.

Sharp-eyed fellows will notice that exposure bar in the bottom. This is a new system I’m trying out. Basically failing a level no longer is a game over; instead, you lose that region for a while and your global exposure increases. If this reaches 100%, then you fail. However, it gives players an opportunity to keep trying to conquer as much of the world as they can. A map after a few hours of gameplay would look like this:

The materials are still temporary, but I kinda like how they create a mossaic.

Notice how each region has a difficulty; this is based on how much global exposure the player has up to that point AND on each region’s base difficulty. This is a new concept (before each region was the same), but now regions have traits (just like units!), which change gameplay in that region. Right now they are all very simple (extra funds or intel, or have more exposure per turn), but eventually I want to be able to have elections or wars, or what have you, with a lot of different rules and objectives. There’s still a way before that, though 🙂

Happy Conspiring!