[p]Ding dong! Dev blog delivery![/p][p]We just wanted to pop on by real quick and give you a sneak peek into some features we're working on for the next update. We've got two that are arguably somewhat thematically related, so we decided to give you a two-for-one. That's just because we love you, though.[/p][p]Now, let's take a look at the first one:
Secret Missions![/p][p]
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Those of you that played No Time to Relax may be familiar with the concept of secret missions. Every game, a number of competitions are set in secret and revealed at the end of the game. These missions would pit players against each other, and reward only the player that best followed said objective, e.g eating the most fries in a game.[/p][p]To discover what the secret objectives of the game were, players could purchase a newspaper at the grocery store that showed it to them, but not the information would be hidden to other players. They'd then have to do their best to simply remember what they were. We're going a similar route in Walk of Life, but the newspaper is gone. The death of printed media, and all that.[/p][p][/p][p]
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[/p][p]To learn what secret missions are in each game, you will have to find the racoons which are hiding in a random bathroom every round. If you find them, you may take a look at the secret mission dossier and see what the secret missions of the game are. But what about other players? Well, this is what they'll see:[/p][p][/p][p]
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[/p][p]Get redacted, idiot! Go find the racoons yourself, you good-for-nothing intel-moocher! We hope that the secret missions will add a little spice into your games and make you do some weird stuff if you want to maximize your chances of winning![/p][p][/p][p]
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[/p][p]Now, onto the next new system:
Security![/p][p]Crime waves are leaving the global event pool with the next update. Don't get too excited, as they'll still be around as a core game system, and will be guaranteed to show up in your games, functioning much as they do now. Up until now, the counterplay to getting your stuff stolen has only been to move into fancier apartments. We're adding a bit of depth to that system with security, an attribute that determines how safe your apartment is during a crime wave.[/p][p]Each apartment has a base security rating, with the basement being the least secure and the fancy apartment the most secure. When you buy certain furniture, the security rating will drop as burglars become more enticed to nick your stuff. Thankfully, certain furniture, such as the burglar trap and the security system, will increase your security rating.
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So in short, buying gaudy and expensive furniture will decrease your security, while buying security measures will increase it. Sounds pretty simple, right? We think the addition of security as a fluctuating attribute will add a lot of fun into the game and make the crime wave event less solveable. [/p][p]But that's it for now![/p][p][/p]