[h2]What has changed since the last diary?[/h2]
In this part, we will talk about new updates and changes in the game.
[h3]Teaser[/h3]
We created a [url=https://www.youtube.com/watch?v=33I3CXwR_YE]teaser[/url] of the game, implemented voice acting in it, and also added music.
We have developed an understanding of what sounds we will have in the game. For now, this has stopped at a general sound theme that will accompany the player as they progress, as well as click sounds and hovering over icons.
[img]{STEAM_CLAN_IMAGE}/44877179/966654ba94675b14500e7015fe64b4efb9597ac0.jpg[/img]
[h3]Design[/h3]
We came to a common design for the characters, as well as the managers hired by the player. We created 25 unique managers. We described their characteristics and metrics for them. For example, one of them is Scott Edwards, the HR manager. A dedicated HR manager, for whom the main thing is to stay in the company of promising talented guys. A good-natured hard worker from the quiet outskirts of Core City, who organized a real community in his neighborhood that fought off bandits and the Syndicate.
[img]{STEAM_CLAN_IMAGE}/44877179/93fcd0dd7b8bc740ee51ba84465d0caa44e82fd0.jpg[/img]
We drew an assistant who will help the player adapt to the company. Unfortunately, later she will disappear and will not be so necessary, but we promise high-quality adaptation.
We also finalized the managers who will watch the CEO's actions with an all-seeing eye and provide/put spokes in the wheels during the management of the company. Remember, everyone has their own benefit.
[h3]Mechanics. Changes. Build.[/h3]
After collecting the first game build, we came to the conclusion that there is a problem with the mechanics. We spent 2 weeks conducting an economic analysis and coming up with new mechanics, and also monitoring what we have. In total, there were almost 30 new/improved ideas, of course, we didn't rush to implement all of them, but the fortitude decided for itself which aspects needed to be improved.
We started to work out the mechanics of the credit rating. In addition to the main budget, the player has the opportunity to resort to borrowing in order to replenish the budget of his company and independent management, as well as others. For the credit rating, we are working out possible situations, as well as grades of a bad-good decision. The main thing to remember is that it is very easy to get a loan, but solving its problem is not trivial.
We added deeper work with indicators, and also made it so that there was more of a plot, and it "implemented" any changes more often.
Random events led to more serious consequences. We added grades for key indicators so that the player could better understand his actions and why the future of the company depends on this or that step.
We are working out factors that can affect other game systems. In this way, we were able to weaken the interaction of players with the units they led, as well as relationships with factions that directly affect the plot and, ultimately, the company's existence on the market. The CEO will be able to not only combat the negative influence of entities, but also calculate their actions so that these working settings are buffs.
That's all for now. Follow the development in the next sections.