Production Empire is a unity based, 3D Factory Management Tycoon Simulation game. With the ability to control everything from the machines you build, where the placement of the machines are, to your staff, and their unique skills, and the products that you produce, to even whom you sell the products too!
This has been a labor of love, from a single developer for the past year or so, and recently, a friend of mine has joined the task of helping me with a few things. The majority of art was produced myself, with some assets being purchased from the Asset store.
MAIN FEATURES
-Real AI! This is our way to combat boring gameplay, when dealing with AI (More on this later)
-The Sims meets Factorio meets Roller Coaster Tycoon meets Minecraft
-Research and Development! Create truly unique products of various materials!
-Community contributed assets for everlasting contribution of Game Play!
-Stock Market
-Skills System of AI NPC’s
-NOTHING IS MAGIC!
FEATURES EXPLAINED
Our Real AI system will be utilized based off of the other players who also play the same game. Since we’re using Anti Cheat systems, we’re going to allow ‘cloud’ saves, which our server will then analyze, and use some of the data from other players saved games, to contribute to how the in game AI system acts. This allows for an ever challenging game style. (Don’t worry, we’ll provide sample data, if you don’t have internet other than when you first download the game). This will also allow us to scale up the difficulty with time, based on your in game information.
Our stock market will also be based off of other players REAL game companies. You can purchase stock in your friends, or a complete strangers company. This entitles you to a cut of the profits that they make. You can even buyout another persons company (if they choose to participate in the stock system), and shut down their company, so the next time they log in to play, they might get a message saying their company has been sold!
Our skills system will consist of various traits that the NPC AI will use. Some will be faster, stronger, smarter, more creative, etc. These skills will increase (or decrease) overtime. This effects overall quality of the products.
Our nothing is magic system is exactly like what it sounds. Nothing is magic. Everything requires some interaction. You don’t have an unlimited supply of material. You have to purchase it, then it has to be delivered, then it has to be picked up and stored. Then it has to be picked up, and delivered to the machines that need it. (Think Prison Architect)
We will also be using a community contribution system, that will allow players to create products, and submit them, which can then be modified via our internal tools, and be available instantly within the game.
MEDIA
Note: Simple gameplay, I will post more up later.
Conveyor belts and other forms of movement are planned, but this is gameplay video showing:
Building a machine, picking up the materials needed for the machine, producing a product, then storing the product. Since no Conveyor System is used, a worker is required to pick up the materials and transport them manually.
This will be my first legit game, and I would appreciate any feedback.
Thanks!