Disco Simulator

Disco Simulator 1.1

Version
1.1
Version Date
Nov. 21, 2021
Links

Patch Notes

Devlog #1.1 - The brand new past

Hello, long time no hear:


Welcome back after such a long break. Sorry, you haven’t heard from us for so long. Many things have happened since. The game got redesigned several times, underwent many core changes, and finally, after all this havoc, we can show you what we decided on.

Also, we promise to stay in touch with you now, so stay tuned for future devlog arriving soon!

The brand new past:


As said in the aforementioned introduction, we’ve redesigned the whole game idea. Up until now, it was a mess of many, highly unstable, weirdly entangled mechanics and features. The walls you were able to place were totally off any sort of grid, giving you massive amounts of freedom, and massive amounts of headache for us.


(How the game looked a few months ago (a club in the desert, we know))

The game looked great, but the amount of different mechanics, and checks, and the sheer amount of work required to build something as simple as this club shown above was tremendous and much more than we could ever chew.

So the game had to undergo some simplifications:
We decided to put you back on the grid, just to make the building system easier, and more fun to use. We’ve created a tool that allows you to place whole rooms all at once, and it made a lot of difference. The tool was constrained to a .5m by .5m grid, allowing you to build a room in any shape you wanted, later on, we added the ability to add triangular room segments, as well as arched ones. This idea to stick to the room-only build mode allowed to make different buildings far quicker than before, and it was a lot more fun too, but the addition of sloped and arched rooms generated the same problem as the previous building system. It was just too hard to manage the number of variations a player can create in their building. And on top of that, it still was hard to modify and create something exactly the way players desired.


(How the tool looked - notice the change from the previous UI version)

So for now, we took another step back.

But the game has hit another block, and this time it wasn’t so easy to overcome:
The game had to undergo another hiatus. Our team is small, and life is hard, so we didn't have time to make the game for a while. And when we came back, our visions didn’t exactly align as we wished. The team almost broke down, and the development has been paused for another 2 months.

For everything that has been happening up until now, as well as for you having been kept in the dark, we deeply apologize. That’s why we promise not to let you down anymore and give you a monthly update on our progress.

The promising future:


As we previously mentioned, the game underwent major changes. From now on, you are designing your clubs based on the rooms that you build in them. Rooms can be anything from a wide selection (Toilet, Bar, or even Karaoke), and can be equipped with a variety of different furniture.


(Current view on the club - screenshot taken on 14th October 2021)

The current system again allows you to build rooms. But it’s far more versatile than the last one. On top of simply creating, you can now expand, move, rotate, or even copy rooms in your club, speeding up the process of designing, and giving you more creative freedom.



Every build is created from a set of 1x1m tiles. For now, the building system only allows you to create square tiles, but later on, we plan to add other possibilities, such as triangular tile, or arch tile (you won’t be able to stretch them tho). The furniture in your build can be both confined to a grid, or placed freely if you want to give that nice personal touch to the build.

Following that, we’ve also established a more suitable UI system, allowing you to show many different windows on the screen at the same time. In the screenshot, you can see the two Debug windows, but later on, they will be replaced with various shops, graphs, and many others.

Another system we’re introducing is the day-night cycle. The time will most likely be ever-flowing, with no ability to pause (unless changed in the settings menu), as to give you a deeper, more simulator-like challenge of managing your club.


(Club at night - you can see many light sources in there providing light, as well as NPC characters wandering in and out of it)

We can’t show you everything, so this is the last design change in the game that we will showcase, for now, just to give you a tease on the game experience. The picture below shows the most probable campaign map design. You can see many different regions over which game levels will be spread. The regions are expected to include suburban areas, metropolis, tundra, desert, island resort, and many others, giving you a unique challenge with each level you play.


(Quick mockup on how the campaign map will most likely look)

And for now, that's all folks:


We will uncover more and more things as we proceed with the devlogs - for now though, we would like to invite YOU to the Disco Simulator discord channel where we will showcase what we’re working on every other day, and answer your questions about the game
Stay tuned for more and cya in the next devlog!!.