Skipped coding yesterday, recorded a podcast instead and played a couple games of First Blood with a couple friends. The result of these two games has been cutting the length of the positioning river in half and giving the game a more tradition deck building start by having players begin with a seed deck which they will add to as they level up. I dramatically increased the impact of positioning on the game. There are now clear benefits to being on your opponents side of the river, but you must open yourself up to being pushed back across it to gain them. This has relieved a lot of the concern I had with limiting item purchase to being on your side of the river, as players are pushing back and forth across it all the time. I added towers into the game as an alternate win condition. Pushing to the last zone and then pushing again will result in a tower hit, 3 tower hits ends the game. With the tower so close it gives players further reason to care about the positioning track. The game feels much better with these rules which are now codified, and with the center zone card flipping up there is much more interaction between players. Still lots to work to do, but I can feel the progress.
Coding today however was 8 full hours and saw the first upgrade enter the game #party. On a whim and as a warm up I slapped the current tea indicator on to the top bar. It scales well. The ice bar is now in the game, it acts as a limiter of how many people you can summon with button0 in quick succession. Made a bad looking ice cube icon and a slider, it all scales with resolution. The slider is an indication of remaining ice, when it is empty no more drinks can be served and thus no more customers summoned. The first upgrade turns the bar's refilling on. Created the generic script I'm going to be using for organizing entries on the Upgrade menu and the script that control's the purchase and level of each upgrade. Upgrade menu entries scale in size off the resolution, purchase button changes colors when the player has enough money to purchase the upgrade, cost and current level are displayed, the button deducts cash and increments level and an icon replaces the button to indicate that the upgrade level is maxed out. All this should make rolling out the various upgrades much easier than adding towers in my EleTD clone. Hopefully?