Devlog September: Reflecting on August's Progress on the Building System in Ludus


As September begins, it’s time to reflect on what we achieved in August. Last month, I primarily focused on the Building System in Ludus, and I'd like to share some insights into the progress made.

My goal was to playfully represent the Roman principles of order and structure. In Ludus, this is implemented through a clear division into different areas and rooms, each serving a specific purpose.

These rooms can be equipped to fulfill their functions. Each room type has specific items that can be placed in it, and there are items necessary for the room to function properly. For example, the kitchen allows you to set up cooking equipment and prepare food, while a bedroom provides the opportunity to place a bed. Through this mechanic, I aim to make the structured design typical of the Romans tangible in the game.

An important decision I made last month was related to the level of role-playing in the game. I spent a lot of time considering how deeply to delve into Roman themes when naming the rooms. My initial idea was to name the rooms after their historical counterparts, such as "Culina" instead of "Kitchen." However, I ultimately decided to use more familiar terms to ensure that players who may not be as familiar with Roman culture can easily engage with the game.

Current Implementation of the Building System

The Building System can be activated and deactivated via the tab menu. Alternatively, this can also be done by pressing the Q key. Once you enter an area where building is possible, an info window appears on the right side, displaying the name and description of the room.


In the "Essentials" section, you can see the items required for the room to function. The "Permitted Items" section shows the items that can be placed in the room. These include special items like shelves, stoves, or beds. However, general items like tables, lamps, or chairs can be placed in any area.

When you attempt to place an item, the color underneath it provides feedback on whether it can be placed there. For example, a stove cannot be placed in the Peristylum as it is designated solely for the kitchen. An info window for the selected item will also appear on the left side. As you hover over an item in the build menu, it will highlight in yellow, and the info window will display, allowing you to quickly understand the item’s function.


Looking Ahead

Next, I will focus on polishing and optimizing the existing systems. Additionally, I have decided to introduce furniture crafting in the next update, as this is essential for properly furnishing the rooms. A small introductory quest will also be added to guide new players through the first steps, helping them understand what to do in the game.

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