Progress Update

Just some visuals of how the game is coming along.  A lot of code has been added to allow the options to set by the player, along with key binding so players can customize which keys do what.

The little people are nothing more than “potential customer pointers” for now, they need cleaned up a bit, but they will be the clients you are working with.

A world editor has been created for the development team so that they can easily build cities / towns / scenario adding everything from roads, to buildings, to trees / plants, to computer hardware, shelves, tables, etc…The data is saved to a file which can be opened again.  This will also open up the possibility of major mods to the game, allowing players to create new models and easily implementing them.

The next release will contain a mini game called “Computer Repair Simulator – Rack 42”, which will be a mini arcade game with high scores from other players around the world.  The point of the game is to prepare the 42RU rack for server installation, then you must place the cage nuts, server rack rails, and then the server in the rack.  You need to build as many racks as you can, but you are up against the clock.  As you advance the levels will get more difficult.  The point here is to prepare a fun game that incorporates teaching principles of how servers are installed in racks, while testing some of the most critical game features before moving to the next steps.

Tune in to our Twitch broadcast to watch the development!

Profile Accounts Complete

The single player accounts is pretty well all done.  There is an option to have 3 local accounts that are independently managed, with the option to reset it back to defaults.  Also note that the currency is starting to work pretty well across the board.

Accounts and Profiles


Just a quick screenshot of where we are at.  The image shows a player selecting a single player game mode, and creating an account in a bank of slots (like the old days).  A lot has happened over January, we were able to accomplish a lot.

Wrapping up the Launcher

I am close to being complete with the game launcher.  I am just finishing up some account creation and encryption with the account passwords.  The next step is to create the main login section in the launcher, and begin working on the actual game.  It will be somewhat of a slow start when the game starts as I will need to program the importing of options, but once they are done, they can be easily customized.  After that, I will be coding the developer / debug section so that when bugs / errors are found, we have a better way to check the status / what functions were running when issue occurred.

Some other items, I am working with the trademark completion, along with building a game server.  I have finally put together the parts to build a killer server to host the project, this will also allow me to do more multiplayer integrity testing.

Hope to have some exciting stuff soon, I know it seems slow, but we need to do this right to have a successful project.

Controls of the Game



The controls page is a bit more sophisticated to understand key duplicates, but here is the general idea of the controls.  Further information can be found in the user manual.

Game Update

I have been posting more in the Developer Log which can be found at the top of our webpage.  It is just easier to do it that way and use the site for more announcements, etc.  The progress is going very well.

Launcher Video Options

December 5th, 2016

-Designed Video Options panel
—–Resolution and Custom Resolution
—–Screen mode (no video, window, fullscreen)
—–Gamme value (50 to 150%)
—–Engine Window Alpha (for playing while monitoring)
—–Color Depth (16/32)
—–Camera Field of Vision
—–Frames per Second Max
—–Shadow LOD
—–Shadow Range
—–Shadow Stencil Type
—–Max Particles
-Cleaned up the menu design a bit

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