Greetings, Magnates! It's a new year and a great opportunity to start involving you more in what's happening with the game. I do tweet game stuff almost daily, but of course not everyone uses twitter. So let's see if we can make this a recurring thing. I'll try to keep it short and to the point. I took two weeks off in december to work full time on the game. It was a great experience and I got a lot of work done. Now, as the game is still in what I consider semi-early development, there aren't a lot of really focused updates where I work on just one thing. Working on one area/aspect/feature of the game often leads to more work in other areas of the game, and then those things often needs further refinement, so it's a lot of back and forth all over the place. But here are the main highlights from the past month of development:
UI style
The game has seen probably 4 or 5 iterations of the UI by now and I finally (hopefully!) believe that I've settled on a style that works well and looks good. However, there's still a chance it may change again as I start implementing the rest of the features that are UI-heavy. Time will tell!
Contracts
Contracts will be the main driving force of the game. Companies in the solar system will put out contracts for certain products. When you accept a contract you commit to deliver the amount of products stated in the contract within the stated timeline. Some contracts offer an upfront payment, but otherwise you won't get paid until the contract has been completed in full, so you have to plan ahead. The first couple of contracts are deliberately easy to fulfill but soon enough you'll find that you need to diversify and redesign your factories to keep up with demands. In the beginning you'll be locked out of a lot of contracts because you must have a factory site on the same planet as the company offering the contract. This encourages you to establish new sites on other planets, thus having to manage multiple factories simultaneously, which is a key element of the game.
Relations
Relations and contracts are closely related; you gain relation points by completing contracts. A better relation with a company leads to better rating on that particular planet. The rating is an indicator of your dominance on the planet, and once you're dominating all the planets in the solar system, you win the game! The relations system is still in its infancy so there's plenty to come.
Map visuals
As an experiment I made the default map less earth-like (removing grass and water) and more barren planet-like (making everything more dark and brown) by applying a texture to the surface. It turned out to be a massive improvement. There are now 4 map themes (all moddable); default, ice sheet, desert and rocky. And that's it for this first proper devlog. If you're interested in more, you can follow me on twitter: @risingtail - oh, and don't forget to wishlist, if you haven't already. It's incredibly important for a small indie dev like me. Until next time, Fey at Rising Tail https://store.steampowered.com/app/1475310/Factory_Magnate/
Factory Magnate
Rising Tail
Rising Tail
2022
Strategy Singleplayer
Game News Posts 13
🎹🖱️Keyboard + Mouse
No user reviews
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https://store.steampowered.com/app/1475310 
Core Gameplay
Set in an unfamiliar solar system, Factory Magnate puts you in the shoes of an industrious factory engineer with a small loan of a million credits.Your goal is to build an empire of factories spanning multiple planets and moons. You'll be extracting materials and setting up production lines to manufacture a wide range of products. You'll sell the products to the locals or transport them off-world to sell to the highest bidder.
As you pursuit your dream of becoming a Factory Magnate you will:
- Make landfall on planets and moons and set up factory sites.
- Build factories to best utilize the resources available.
- Enter into short and long term contracts, committing to deliver a steady supply of products.
- Build relations with the inhabitants of the solar system, affecting trade prices and opportunities.
- Navigate the Interplanetary Central Market, looking for the best trades.
- Compete against AI companies.
- Hire scientists and product specialists for your Research & Development department, allowing you to unlock factory unit upgrades and new product lines.
Your ultimate goal is to beat the competition and be named Preferred Supplier in all market sectors by the Interplanetary Consumer Board, thus earning the distinguished title of Factory Magnate!
Development Status
The game has been in development since July 2020 and is progressing every week. However, there is still a good way to go. If you want to show your support, please consider wishlisting and following. Note: SCREENSHOTS are not final! This page will be updated regularly with new info and screenshots.Mod Support
Much of the core content of the game will be moddable. Modders will be able to change graphical assets (images, animations), add entirely new items and units, tweak existing core content and more.Features that are DONE
- A procedurally generated solar system. Each playthrough will create a unique solar system, offering good longevity and replayability.
- Procedurally generated factory sites, in which you'll be building your factories.
- 3 starting resources (ores).
- A starting range of factory units - a lot more to come..
Features under development
- Fully simulated trade and economy system.
- Multiple market sectors each with their own range of products.
- Company AI.
- Relationship system that enables all entities in the game to have a rating or standing with eachother.
- Tech tree with unlockable branches of factory unit upgrades as well as entire production lines.
- Various difficulty modes and starting conditions.
- More natural resources, aiming for around 10-12 of them with different uses and characteristics.
- A lot more factory units! Counting a lot on community feedback and ideas here.
- Tileset variations. Intuitive UI components. Factory animations. And much more.
- OS: Ubuntu 12 or newer
- Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000 or higher with OpenGL 2.1 support
- Storage: 200 MB available space
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