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Post Apocalyptic Pawn Shop(PAPS), is a FPS/business management game, where the player is a entrepreneur in a post apocalyptic world. Start your own business as a general store, pawn shop, bar, casino and more. Watch your town grow from just a shack in the middle of nowhere to a diverse town with hundreds of interesting NPC’s to interact with. Choose who you align with, are you more friendly with traders and a security company, or are you the type to make deals with a gang and sell assassins guns. if you support evildoers soon they will stay in your town, and the good folk will leave, when they do any form of law leaves with them, protect your store from thieves and gangs by arming yourself or by hiring security guards. The point of the game is to forge the town you live in, by interacting with the people who live there, or for more of a challenge starting your own town, and make a buck doing it. For more information about the game, check out the steam discussion.

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11/5/14 You may have thought I was dead, but.. (Games : Post Apocalyptic Pawn Shop : Forum : Daily Reports : 11/5/14 You may have thought I was dead, but..) Locked
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Nov 8 2014 Anchor

11/5/14

You may have thought I was dead, but..

I am alive and well, now that some changes and planning has gotten out of the way. First off
I would like to say sorry for not posting any updates, but I felt it would be very awkward to post something saying that I've been doing a lot of thinking and things are going to change, and I am not sure, but for the most part nothing got done with the game. So now I am ready to let you guys know what is going on.

Now I know its been more than a week since my last update, so what was I up to? I have re-imagined the game, its features, its business model and its release date/ updates. The only thing that is sure to survive is the game concept.

I will make a new FAQ or update the current one with the more up to date information later, when I am more sure about the changes. For now though I will write up an explanation for whats been going on.

First, thank you so much for taking interest into post apocalyptic pawn shop, this is a game that's concept popped into my head as something I could throw together in a few months in unity and learn some new skills. I quickly realized however after the first week, that this was a project I really wanted to be a great game. it was with this that I then made up the feature list, and then knowing that the project was going to take a while to get done, I came up for a way to be compensated for its development.

As I worked hard at making the game, I tried to get it some attention, and mostly failed. We do not have an active community, which is something I really would have liked to have. But not having one I think has given me the chance to take a week, shut everything out and think about what the hell it is that I'm doing. I decide that the game should not be chopped up into DLC, that for the game to be good, I could not cut features out that would make the game really fun.

This then means I would have a more standard business model, where I sell a discounted version of the game for alpha/beta access and for the final game, when the game is released it is then full price, ($10-$30). Another thing I had to think about was, AI and how I wanted it to feel, as well as the realization that maybe some part of the vision of the game, could not be completed. Which for me the developer, is very troubling, because you guys are interested in the ideal, not so much the product I have right now.

I have decided however that the game needs good AI, so I found an AI engine called RAIN, that will help me with some of the more time consuming parts of AI. but one does not simply use a new AI engine, you have to learn how to use it. with this last week, I have decided that RAIN is worth the cost of time to learn it.

One of the things I have been thinking about, since getting RAIN into the game, was FPS RAIN will make AI behavior much more easy to manage when it comes to combat with the player. as well I think it will make something like the player being able to hire guards/employees be relatively easy, whereas before I had no clue how I would design those systems. However this made me think about the town simulation, mainly the town growing, new buildings popping up and things changing, in a dynamic way that makes sense. This is where the hard parts have been moved to. I do not know how/if everything is going to work. This means, features I want in the game, may end up not in the game.

Unfortunately because I don't have a community to interact with, I have to chose what features take priority by my own preferences. What can and can not be done are not the most important questions. I think, more importantly I should ask will this be a great game, that somebody would pay 15 bucks for. I know I can do that. So that is my goal. Make a great game.

On that note, some things that I have already mentioned in the past should be brought up again. graphics are going to be acceptable in my honest opinion. However I cannot promise them being great if I don't get somebody to help me accomplish that. This is my first game ever. I do think it is acceptable to not be a fully imagined game, with every feature I could think of. That is not how game development works, I my opinion game development is about creating the best game with the tools, time, and people you have.

I will make this be a two part announcement, as one its gotten pretty large, and two, I would like to talk about what I got done and some examples of things that are changing. anyone
I would like to leave you with a funny bug I had made, by forgetting to tick a box.

Edited by: DuxGalt

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