Added shop system for purchasing plants and storage items with associated logic for buying and checking requirements.
Developed storage system to manage various storage assets, including charging and discharging functionalities.
Created transmission system to handle power lines, substations, and transmission losses.
Defined core game types and structures, including resources, entities, and game state management.
Established a registry system for game configurations, including generators, converters, storage, and upgrades.
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Added blackout system to handle power shortages and their effects on reputation and population.
Developed contract system for generating, managing, and fulfilling power contracts.
Created fuel management system to oversee fuel extraction, consumption, and energy generation.
Introduced mining system with pickaxe mechanics, including upgrades and durability management.
Updated local utility phase to integrate new systems for energy flow, including fuel extraction, generation, and distribution.
Enhanced energy distribution logic to account for excess energy storage and wastage.
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changed the idea to a little bit different game play. Simple core story: You run an energy company that starts as a local utility and scales to power a city, then a nation, then orbital habitats. Gameplay is company + operations + strategy: build generation, balance flow, manage markets & politics, invest in tech, and decide who gets power when. Each major stage (city → region → country → space) is a paradigm shift: what you optimize, what is scarce, and what decisions matter.
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I’m working on the backend issues. The game will now be in phases with new logic and currencies and stuff with each new phase.
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cookin something…
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Something is cooking. The idea and basics are locked up and I’m working on UI, logic and gameplay (this is still in early alpha)
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