Post news RSS Project_BuildTutto Development Update 22

In this series of updates I'll document the development process of the game in detail, post timelapse videos of the work, and talk about some features...

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Hello everyone!

Stefano here with yet another weekly update of Project_BuildTutto! I'm very happy with this week since I worked a lot in the direction of an actual playable state, slowly leaving the "it's all debug" sort of thing. So a pretty work week has passed and a lot of new stuff has been coded into the game, so let me throw at you the usual timelapses, changelog, and stats so we can dive into the changes!



Items Management Menu

So, this week is pretty much all about menus. The first one that I made is an "Items Management" menu, where it lets the player see all the items currently present in the current level (NB: Only resource type items, this means that all the installed and working items are excluded).

Screen Shot 2018 04 13 at 9 37 4

Other than see all the items, the player is able to choose what to do with these items, and right now it can choose if some items need to be scheduled to be transported to another area by choosing through a dropdown menu. After he choose it, a transporting order will be inserted in the orders list and will be executed as soon as possible by ordering to a guy to call a transport truck, grab the item, place it in the truck, and let it leave the map. As soon as the truck exits the current map it will appear in the destination map and there a guy will need to unload it from the truck.


Guys Management Menu

Since you can now transport items between level, I needed to add a Guys Management Menu too, which is pretty much the same thing as the items menu, but for guys.

Screen Shot 2018 04 13 at 9 38 0

Right now, the process of moving a guy between maps is pretty rough since it basically teleport instantly a guy here and there, but later on I think I'll add some sort of car that will transport guys and I'll let them having a better animation for it.

Guys Hire Menu

An alternative to teleporting guys around, is to hire them right in place. This is really a big one since it finally leaves the “spawning guys by debug shortcuts” thing behind and moves the whole project ahead in the direction of a playable build. So, how this hiring actually works?

Screen Shot 2018 04 13 at 9 38 2

The hiring process in Project_BuildTutto is a bit different from other games. Guys now have stats that affect their behavior (currently it only affects speeds, but later on those will changes a lot of stuff), and these stats will make a guy better or worse than another one. Other than that, each guy has a monthly income based on how good it is. As everything in real life, good things are paid more.
So, through this hire menu, the player can take three actions:

  • Hire the currently displayed guy
  • Generate another guy by hitting "next" and effectively rerolling its stats
  • Change the "budget" input value. This will tell the system how much the player is willing to spend each month

for the generated guy. Changing the budget and rerolling will create an overall better or worst guy depending if the budget has been increased or decreased.


This budget system works by giving to the generator more "points" to give to the guy, more or less like a "choose what stats to level up" kind of thing.


Keep in touch

If you are curious to see how things will go feel free click any of these links to join our community:
Discord Server:
YouTube channel for Timelapses:

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