SimTower: Amber Edition.
Also, that's a huge house! I've robbed from wealthy nobles who didn't have half as many rooms!
Amber development
- jack1974
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Re: Amber development
Well if Amber wants to become the best alchemist in whole Aravorn, must have a huge house/shop 
The three sisters have already added her into the Noble house targets though...
The three sisters have already added her into the Noble house targets though...
- BobTheMob
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Re: Amber development
Indeed, Jack, I've been looking forward to this a loooooooooooong time, and I'm sure I'm not the only mobile user!jack1974 wrote:Anyway I'll make some tests once I have all the rooms finished, but I definitely don't want to sacrifice any features of the game to make it work properly on mobile. It will work fine of course in "VN Mode"
WHOAH! That's HUGE!!!jack1974 wrote:This is a view of the real thing in photoshop:
with some more rooms finished like Forge, Magic Cave, Store room
#ChambarasArmy #ChalassasFreedomFighters
- jack1974
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Re: Amber development
Yes for sure doesn't look realistic, but I think done like this is more clear. Besides, if you as alchemist can do metal/iron working, brew potions, craft jewels, etc you need to have a room for each thing.
Also being a famous alchemist means being rich, so it's not even too much unrealistic now that I think about it
Also being a famous alchemist means being rich, so it's not even too much unrealistic now that I think about it
- BobTheMob
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Re: Amber development
One thing I meant to ask about: second-from-bottom-left there's what seems to be a cave; does that mean we even will have ways of mining for our own gems/coal?
That'd be a cool thing to see.
That'd be a cool thing to see.
#ChambarasArmy #ChalassasFreedomFighters
- jack1974
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Re: Amber development
Yes it's the "Magic Cave" room 
- jack1974
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Re: Amber development

OK I reduced a bit the "Amber's Shopping Mall"
I made it big because I wanted to make sure you could build ALL the room types if you wanted. But now I found some better solutions to make everything fit but also have the house/shop/lab on a more "realistic" size!
There will be total 6 rooms types undergound, currently there are 8 rooms. But two will be occupied by stairs.
On the first floor there'll be the shop (2 cells horizontal size) which I'll place at fixed location (otherwise the choice could just be left or right since needs to be near entrance). I'll have artist draw some stairs going up there, directly on the living quarters.
I don't think those two small "freedom restrictions" will matter much, since as I said it's not like you could have 301976 choices, but in practice just "left or right?"
Then the building will actually be quite straightforward: you click on the "+" button to build a new room (current screenshot, will list the room as vertical choices in the scroll frame) or if a room was already build, you can improve it, getting bigger bonuses/gameplay elements.
I am not sure if a "demolish" option is needed, since it's not a detailed sim game where you might build a room in a "wrong place". So I don't plan to have that.
I think finishing all this shop stuff, including applying all the modifier to the base game, will probably take me until mid-February. By then, the latest 3 plot files should be proofread so Aleema could begin scripting it. I still hope to have the beta in March, though that month will be quite busy because of a certain game coming out...
* someone WILL complain, but that's just how life works
-
Troyen
- Elder Druid
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Re: Amber development
You appear to have chosen to place the entrance on the left side. But feng shui dictates the house entrance (as shown relative to the street in cutscene #35) should be on the right side. Totally not upgrading to the full version now. 
- jack1974
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Re: Amber development
You joke but I get stuff like this on mobile regularly, and sometimes even on Steam (the main difference is that to post a review on Steam you need to have bought the game, so reduces the noise considerably
- Franka
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Re: Amber development
It's starting to look (a lot) like Fallout Shelter.

