Well as many of you can probably tell, I'm not very good at this coding stuff... About a week after my last update I had some unexpected expenses and had to put this on the backburner so I could make some more money and pay my bills, that doesn't mean this project is abandoned but it is on hold for now. When progress is being made I'll post another update and make new store page images as I plan to have some significant changes, even the current images aren't up to date with the current progress and were more meant as placeholders (which I've learned is not a good practice). For V2 I'm planning on a full successor to Cookie Clicker, which means upgrades for click amounts, auto clicking, prestiges, evolutions to the upgrades, and pretty much anything else you'd expect from a clicker game. There will also be the random drops as well as store items for customization in-game and to customize your Steam profile with, there will be NO Pay to Win mechanics and any microtransactions are purely for cosmetics, the microtransactions are required in order for the drop system and Steam Marketplace to work, so all of them will be the minimum price which is $0.25USD. I have also given up on the Facepunch version of Steamworks, which was made by the developers of Rust and was supposed to be easier to understand and code than the C# wrapper for Steamworks (which is C++ converted to C#), but unfortunately there's not much documentation about it so I couldn't figure out how to get the drops system to actually work, and is the reason that the release got held up because everything else about the game is 100% functional for its original design intentions. There's far more documentation available for the regular version of Steamworks so even though it'll be more complicated to code, it should be easier for me to follow and learn. I don't expect to be able to work on it until late November/early December. I'm lucky enough to have a flexible schedule so I can put in a lot of hours now and ...
It seems like I've greatly under estimated just how hard it is to implement Steam's inventory service... Like many things I've coded, nothing works how it's apparently supposed to, clearly I'm doing something incorrectly but I can't figure out what exactly that is. I'm not giving up on it but I know delays drive people away so as unfortunate as that is, I will only be releasing it once I'm 100% sure it's working as intended. I've been trying to rush it to meet my deadline goals and in that process I've glossed over things and made a nightmare of code for myself so I will stop doing that and start over with the other Steam API implementation since clearly this one isn't working and I need to stop wasting time with it. As my name suggests, I'm nowhere near an expert in C# or C++ which is what Unity and the Steam API use respectively. I will try harder to get this functioning as it's obviously possible, I just have to figure out how. I hope those of you who have wishlisted can understand that I am doing everything I can to figure this out and I hope the next update will be an announcement for the full release!
First of all thank you to those who have wishlisted the game as I have done zero advertising of it, you have ensured that I will not be giving up on this but it is taking longer than I expected... To be honest the base game aspect was done within a week but I've been having a lot of issues with the Steam API wrapper. For those of you who don't know, Unity is coded in C# but the Steam API is coded in C++ which means I need to use a wrapper in order to implement it. There are 2 reputable options for this and I chose the one that's supposed to be simpler but doesn't have as good of documentation so learning to use it has been quite hard. From the looks of it I only need to fix a few more things for everything to properly work, but I've been stuck on those things for about a week now so I might have to start over with the other wrapper method if I can't figure this out soon. I have never worked with C# or C++ before so all of this is new to me, the idea mainly interested me because I'm a graphic designer and enjoy making the variations of collectibles. That being said it is going about as expected for someone who has never coded a game before lol. If all goes well then I should get this fixed within 2-3 days and Steam's verification takes 3-5 days so I'm hoping it'll be ready for release by next Friday at the latest. Steam won't allow me to change the release date until the final build is submitted. Item Plans I've shared on Discord my initial inventory plans so I'll share that here as well. To start out there will be Common, Uncommon, and Rare items, there will also be Epic and Legendary later on but I want those to be animated which will take longer and currently I'm focusing mainly on the coding part. Drops will be given every 5-30 minutes (a random time in that range) with guaranteed Rare or higher drops at the 3 hour and 12 hour marks, the 12 hour will be a guaranteed Epic or higher once those are implemented. I haven't figured out the exact drop rate yet but once ...
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