Before going into our three week long summer break, we’ve wanted to talk about a core feature of SEED and its current status: Logistics.
This is an important feature in the game as it is the connecting gameplay between various other key elements such as production and shopping. We know for many of you there’s nothing more fun than setting up networks of production, transportation and commerce - fiddling with the details until you have a smoothly running machine with minimal loss of time or resources. Until something throws a wrench into your plans and you have to go back to readjusting of course.
To facilitate this kind of gameplay, we need to set up good building blocks. High complexity will eventually be born out of those. Logistics are a system that interacts with basically every other aspect of the game, so these building blocks have to be solid.
One of these blocks is assigned specialized jobs, some only available to Seedlings of certain skill levels. Another would be the system of resources and products that can be made out of them, as well as the needs these products are supposed to fulfill. Another factor is storage - containers aren’t infinitely big! These are just some of the “mechanical” requirements we need to consider - on top of that there’s also the visual aspects that help communicate to the player which Seedling has what job in this chain. So for example their outfits need to be recognizable at a glance, and the UI needs to be clear and self explanatory.
We mentioned recently in a playtest recap that we just implemented an interaction of employment, and one of the currently available jobs is that of the Courier.
A delivery is a task assigned to a Courier, in which they will move, for example, algae and beans from the Distribution Centre to the supermarket. The Distribution Centre can be claimed by one player, who’s in charge of setting up production and taking responsibility for the food supply. Further down the line, there will be many different places of production and distribution, all playing their part in fulfilling the needs or wants of Seedlings and players. This is another part of what will turn the collection of houses and different buildings we’ve been talking about into a true, living city!
After our summer break, during which the development team will continue to work hard, we’ll revisit the topics we introduced over the last weeks and check in with how much each of them has grown - and changed. In the meantime we’ll be re-sharing some of our most popular posts on twitter, so this is the ideal time for you to catch up if you’re a bit behind on reading - and to let us know what topics were the most interesting to you!
Autumn is going to be busy!
See you soon with more Avestan news,
The Klang Team