Gym Empire is a gym simulation and management game. You take on the role of a personal trainer trying to make ends meet training clients in your garage. Build your way up to number one on the block, the city, the country and the world by building your Gym Empire how you want. Will you make a commercial gym or specialise in a certain field? Will you focus on training clients yourself or hire staff to train clients while you focus on managing your Gym Empire? The choice is yours.
It’s been quite some time since I last posted an overall update on the development of Gym Empire. Since the last update we made a decision to make a short term target of having a playable alpha build available before the end of the year. There are two main reasons behind this choice:
To achieve the target of a playable slice of Gym Empire, we set out a list of what are the fundamental aspects of any tycoon, simulation or business management game. This highlighted the main areas to focus on, which are:
Over the past few weeks we’ve focusing on creating an initial set of gym equipment complete with 3D animations for the different exercises. The completed set of equipment and exercises includes:
Exercise mat for situps, pushups, burpees etc.
Loose dumbells for curls, front raises etc.
Loose barbell for squats, deadlifts etc.
Weights stand for same exercises as loose dumbells but more weight variation.
Bench for pressing.
Squat rack for heavy squats.
Pull up station.
With the addition of the basic equipment set and some exercise animations, Gym Empire is really starting to take shape visually. Seeing the clients walk over to different equipment types and exercising really gives a vibrant living feel to the environment.
The next step will be to add in behavior for entering and exiting the gym rather than just appearing and disappearing and expand the variety of the exercises. Clients can then decide what type of exercise they want to perform to suit their needs.
After completing the basic set of gym equipment and animations, the next main feature to complete is the building functionality. We already had a basic wall building feature but it was very basic and not up to the standards of modern tycoon and simulation management games.
To make the building function more user friendly and up to modern standards it is being designed to focus around building rooms rather than just walls. This means that the user can drag out an area and a room with flooring and walls automatically gets placed in the environment. To achieve this we went back to the foundation of the design and introduced a tiling system. This tiling system will now be fundamental to how the whole environment works. External environments, building, equipment placement etc will all function on top of the tiling system.
The building feature is about half way through development and fundamentally works. However visually it is still very much in development mode. Over the next few weeks we will be tweaking the system and polishing it to look much more aesthetically pleasing.
After that we will be moving on to the next features which will be items and user interface.
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This blog post originally appeared on the Chronik Spartan blog.
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