TRAPS AND DATA
Traps are mostly functional!
We reconfigured our resource data structure to allow one resource to be represented by multiple models. This means that the traps will eventually have different models for different states, such as when it is empty, armed, or when it has caught it’s prey.
This has bigger implications for the game as a whole. For example, someday, when you go to craft “Chair, Wood”, we’ll be able to allow you to choose from more than just one model of a wooden chair. You’ll be able to craft the visual representation of “Chair, Wood” that defines you as a person.
We also made it easier to tell an object that it should generate a resource, whether it is water, garden food, or apples falling from an apple tree. We have yet discuss whether or not apples will inflict falling damage on zombies or units standing beneath said tree. If we were to implement that and a unit dies from it, would it be more fitting to name the potential achievement after Isaac Newton or Murphy’s Law? Let us know in the comments!
So a resource which generates resources has a timer. After X amount of time, it will have X% chance to generate a thing. Visual changes coming soon!
can we see a video?