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Right. I've been stupidly busy this week so the only thing I've managed to add is fog
that fades out, which to be honest isn't that impressive.
So, I'm going to take this opportunity to talk about what I want DIG to be like when
it's finished. If it ever gets finished. The main purpose in DIG is to dig. You're
the owner of a mine, and your goal is to extract minerals from the ground. You do this by controlling
your workers, which come in four flavours – Miners, Mechanics, Mercenaries, and Mineralogists.
Yeah. I can say it now. To get minerals to the surface, you'll build 'Mechanisms', which
will allow you to bring minerals from deep underground to the surface. The mechanisms
include things like rope, buckets, minecarts, pulleys, motors, elevators, etc.
Each week you'll be set a quota you have to meet by your top hat and monocle wearing boss.
Meet this target, and your budget will increase, allowing you to buy more mechanisms and create
bigger mines. Fail to meet it, and you'll get fired. Game over.
That's the basic premise. There will also be cave dwelling monsters, who may or may
not horde treasure, explosives, to explode things, and other exciting things.
One thing I really want is for the game to have lots of personality. One of my friends
did a couple of concept sketches, which I completely adore. This is the kind of theme
I'm going for. So. That's DIG in a nutshell. It will probably
end up being completely different from this, as all of this is hugely subject to change.
As always, if you want to keep up with development (albeit at a snails pace), then you can either
subscribe to me here, or follow me on twitter or my development blog on tumblr – links
are in the description.