Design your Event Sites, Book Artists, Build your Career as a Promotor and Produce your own Festivals!
As the final game mechanics are being added, progress on the game is moving forward fast! Some major features are coming to playtest soon, so make sure you’re signed up, and keep reading for everything we’ve got in store!
[h2]Product Resources and Stock-Keeping[/h2]
As mentioned in the previous update, resources and stock-keeping have now been added to the game. Once you start to hire Runner Crew, they will start to transport resources from the resource spawn point (more on those below!) to objects in need of them.
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Commercial objects always get priority so they are able to sell products, while storage containers and tanks are filled up afterwards. At a later stage, players will be able to set the amount of resources to keep in stock at an object specifically, and also what kind of resources should be stored.
[h2]Spawn Point Rendering[/h2]
To help you better understand what paths to keep clear, for both guests and crew, markers have been added to indicate where characters will spawn. These are also used to indicate where resources will be spawned, when runner Crew picks them up.
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At the moment there is only a single spawn for characters and one for resources for each map, but soon larger maps will be added, containing multiple spawn locations for various types of characters and resources.
[h2]Backstage, Security Access Point and Security Crew[/h2]
There has also been considerable progress on the game's security mechanic. Using fences, entrances and backstage entrance points, you can to setup your event's backstage area so that your crew and artists will never be disturbed by curious visitors and freeloaders who don't want to buy a ticket.
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These screenshots show the new updated visitor entrance asset, which can be used by visitors, crew and artists, as well as the new backstage entrance, which can only be used by crew and artists. You can see the area which can be used by any character highlighted in blue, with the specific areas only to be passed by crew or artists in pink.
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As you can understand, some time will be needed to add all the features to make the best use of this mechanic possible, but the initial test version should be available to playtesters very soon, some time in the first weeks of August.
[h2]User Interface & Menu System[/h2]
Once an initial version of the security system is in place, development focus will be on an entirely new user interface. The current user interface hasn't undergone any major updates since the game's development started almost 2 years ago, and as Unity has released a new and improved way to create User Interfaces since then, the full UI will be rebuilt from scratch. This will allow features to be added more easily, and gives an opportunity to align what is shown to the player with the current state of the game's mechanics.
For example, this will allow work to start on the Event Control Center, a dashboard / control panel for your entire Event and the state of its production. Once this is in place, we can add ticket sales as a feature, allowing players to sell tickets, including the ability to make money on presales when the Event has been announced, but load-in and construction hasn't started yet!
Also, this gives us an opportunity to prepare for translations and support for controllers, things which weren’t taken into account originally.
As you can understand, this will be a major improvement to the entire game, and a very necessary one as the game is getting ready for public testing during early access (and possibly sooner), more on that in the next update!