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Masterplan Tycoon News

We are on PC Gaming Show: 2023 Preview

Greetings, travelers!

We've been waiting for it, and here we are! The brand new gameplay trailer was just shown on PC Gaming Snow: 2023 Preview by PC Gamer.

Hurry up, take a look and tell us what you think 🄰

[previewyoutube][/previewyoutube]

Don't forget to wishlist us and other games from the show... devs are counting on you! Your šŸ‘ and ā¤ļø mean a lot to us.

https://store.steampowered.com/app/1644500/Masterplan_Tycoon/

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Masterplan Tycoon on PC Gaming Show: 2023 Preview

Greetings, travelers!

One of the most anticipated gaming events is almost here. PC Gaming Show: 2023 Preview will take part on November 17. We've prepared a brand-new gameplay trailer with our team. Can't wait for you to see it!



We are so excited to see all those marvelous games next Thursday. And even more excited to be a part of this gaming feast. 🄳

[previewyoutube][/previewyoutube]

šŸ“…Let's make clear the date and time: November 17th at 10 AM Pacific (1 PM Eastern, 6 PM GMT)

šŸ“ŗYou will be able to watch the moment of glory for Masterplan Tycoon
āž”ļø twitch.tv/pcgamer
āž”ļø youtube.com/pcgamer

Meanwhile, check our Demo and stay tuned for further info ;)

https://store.steampowered.com/app/1644500/Masterplan_Tycoon/

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Making Of, Part 3

Our journey continues!

And if you are new here, it's better for you to start from the beginning of our story https://store.steampowered.com/news/app/1644500/view/6075941675634992026
https://store.steampowered.com/news/app/1644500/view/3290467015407379121

When we last met, it was the autumn of 2021. A huge video game developer conference was about to take place, and I wanted to show my game there and see what happens. The redesign was complete, so I sent the demo to the festival's competition program.

It was an online event, so the event organizers provided a platform for communication and networking. I took advantage of one of its features, something like a message feed where I made a post about Masterplan Tycoon. I was fortunate: this feed was seldom used, but the visibility of posts was extremely good. It wasn't long before I got contacted by a game scout from Ravenage named Daniel. We talked about the game and plans and agreed to keep in touch. We talked about the game and my plans and agreed to keep in touch. The game did not win any awards in the competition program but was featured in The Rough Gems category. With the required minimum achieved, I could add this badge to the Steam game page šŸ˜Ž

The event was a turning point for me. I realized that what I was doing had a meaning to the industry people, not just my wife and my cat But I was still employed in a company. Burnout was setting in and I had to choose between looking for a new job or becoming a full-time indie developer to see Masterplan Tycoon all the way to a proper release. The choice was made easier by the fact I paid off my mortgage šŸ˜€

So I came up with a plan. I would continue polishing the demo and visit a couple of events closer to spring to find a publisher. At the same time, I worked on a pitch document - a presentation that a publisher would use to see if the project is suitable for them or not. I didn't send this document out to everyone at once like other developers often do. Talking to publishers in turns let me improve my pitch document over several iterations.
Everything went according to plan until February. A military conflict began and all game events were canceled. The industry had urgent issues to deal with and publishing a small game from a solo developer was not their top priority. I quickly realized that my chances of finding a publisher were next to zero and that the safest solution would be to put the project on hold and get a job, but I still had some savings and decided to push through, aiming for an Early Access release in September. Then I would run out of money.

There are no good and proven solutions in situations like this. All conventional paths were gone. Even if you asked the best expert in the gaming industry for advice, he could not give you an answer. I decided to redouble my efforts. This path seemed less destructive and helped me cope with anxiety and panic from what was happening in the world.

I rebuilt the in-game UI from scratch to make it more organic. To me, working on the interface is a meditative experience. Most developers do not enjoy this kind of work, but this is something I really like doing.



I did a lot of technical refactoring. For example, the links were now updating at the right time so you could understand whether whether they crossed something or not. This might look like a minor change, but due to the way Unity works, some things do not happen in the frame you expect them to.



And then Sound Text Things appeared (that’s what I call them). It is a textual representation of sound like you see in comics. There is even a name for this, onomatopoeia. Of course, GIF does not contain an audio track, but imagine that there are sounds of clinking stone and running water when you look at the picture šŸ˜€



April came and brought good news. Daniel from Ravenage contacted me to see how I was doing. The guys were still interested in Masterplan Tycoon, and my pitch document was more sober and realistic. And so the contract was signed, after a lot of hard work and a consultation with hired lawyers! It was an exciting moment that made it possible for the game to be released once it is ready and not when I would run out of money.

The fate of Masterplan Tycoon made a second sharp turn in half a year, and so did my life. But the release is still some distance ahead, though we are approaching it at full speed, laying the tracks ahead of our train as we go!

While we keep working, you can play the Demo:

https://store.steampowered.com/app/1644500/Masterplan_Tycoon/

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Masterplan Tycoon at Steam Tabletop Festival

Greetings, traveler!

The history of gaming as we know it started when the first tabletop game appeared. It's a great honor to join the rows of games we all know and love. There is no doubt a lot of game developers were inspired by tabletop games once. That's a really huge way and a part of gaming history - so let's participate in it all together at Steam Tabletop Festival!



šŸ—“ļøSteam Tabletop Festival will take part from 03.11 till 10.11 - tune in!

And here is a special quest for you: try to find games, similar to Masterplan Tycoon. What do you think of them?

https://store.steampowered.com/app/1644500/Masterplan_Tycoon/

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Making Of, Part 2

Let’s continue our journey! Where were we? Oh yeah, 2021.

Almost forgot - for those, who are new here, it's highly recommended to read the first chapter of Masterplan Tycoon Making Of. You'll find it here: https://store.steampowered.com/news/app/1644500/view/6075941675634992026

I think it is worth explaining the time gap between Hackaton in 2018 and February 2021. I have always believed that developers can really benefit from pet projects. On the one hand, they allow you to explore the areas away from your main job, and on the other, it’s like therapy, your little playground where nobody tells you what, how, or when to do things.

https://store.steampowered.com/app/1644500/Masterplan_Tycoon/

This is what Masterplan Tycoon was for several years. There were massive delays in its development. The biggest hiatus lasted for about 7 months during which I didn’t touch the project at all. I also changed my job and had less time to spend on making the game. A new job always means new challenges and hobbies go by the wayside.

But as time went on, progress was made I implemented new features and posted them on Twitter. And over time, more and more people who thought of the game as a product that could bring money started to show up.

The first wake-up call happened in early 2021 when some guys contacted me about publishing the game. At that moment, I still perceived Masterplan Tycoon as little more than a pet project, and I had to deal with things that hadn't been necessary before. For example, I needed a design document now. It’s a doc, that describes game-related components, from basic gameplay all the way to potential audience and revision budget. The first attempt at writing one took me a month. It was a useful experience that helped me uncover many problems in game design, even though unfortunately it didn’t go anywhere. Nevertheless, it was an important message that made me realize what I was doing was no longer a hobby project. It was a commercial product, and that meant a lot...

I still didn’t have the money to hire people who could help me bring it to the next level. In fact, I didn't even have enough money to make ends meet - a mortgage won’t pay for itself! That’s the reason I could quit my job to bring the game to release. That's why I couldn't quit my job to bring the game to release, but I still managed to find someone who believed in me and would help to make a new step in Masterplan Tycoon history for a modest fee.

First of all, a game designer joined my crew. He helped me to balance the game and make it more systemic. Since balance is not my strong point after a few weeks project started feeling like an actual game. It was like magic for me! Sadly, our collaboration did not last long because the game designer moved on to work on a AAA title. I couldn’t compete with this, but I knew it was his dream job, so I was proud of him!

At that exact time, an artist joined the project to lend me a hand. It was such a great experience! Since she had little passion for graphic design (and Masterplan Tycoon visuals is all about that) and I knew exactly what I wanted, we agreed to rework the graphics from the ground up. It wasn't easy, but our discussions brought out the truth thanks to our diverse experiences...

We began by experimenting with the background. Not everyone knows what drawings and diagrams look like in real life, which made newcomers think the blue background was water. I wanted the game to be accessible not just to engineering geeks, however, so we decided to tackle this problem.



Mini Motorways was one of the inspirations for Masterplan Tycoon. In a rush to explain some idea, I sketched the image you see below. This is how we ended up with the background you see in Masterplan Tycoon right now…



At this time I realized that my knowledge was not enough to work with resource areas as I had before. You can read more about it in the first part of Making Of. I started exploring new areas using the tile system. It took me almost a month to find the right size of tiles, see how they connect with one another, and so on. It didn’t solve all our problems, but the result was satisfying enough to be put in the game.



After that, there were many iterations of how the game (its individual elements) should look. Six months of intensive work and we bring the game to roughly the same shape it is now :)



By then my project looked much more like a proper game than half a year before. I’m always happy to work with people, who know more than myself and can teach me something about their area of expertise... After this work was done, the artist had a career turn and left the development. I’d like to thank the folks I worked with for believing in me and my project and for giving so generously of their time :)

As sad as it was to be alone again, I could move on through the turbulent storm that is game development. I had oars that gave my ship some stability, so it was time to get myself a sail. But this is something we will talk about in the next part of Making Of ;)

Best wishes,
Anton!


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