Sometimes even the simple things can spark inspiration. For solo dev Bureau Bravin, that simplicity was the backbone of the ideas behind the upcoming resource management sim Masterplan Tycoon.

A programmer by trade, Bravin found that a data visualization tool he used every day created an interesting foundation for a strategy game that provided a user-friendly interface and minimalist experience for players. Game ZXC sat down with him to talk about that simple inspiration and how it manifests itself in his upcoming title.

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Masterplan Tycoon is Built on Node Editing Tech

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A common tool for programmers working in the games industry, Bravin said, is node editing. Node editors are a type of data visualization that allows the user to map out connections between various data points and create complex webs of interactions. Modeling software like Blender or Autodesk makes use of node editors to help users organize data.

While using a node editor in his day-to-day, Bravin began to think about how such a tool, traditionally used in designing games, could be implemented as a mechanic in a game itself. “I realized I was fascinated by the process of arranging and linking nodes,” he said. “I wanted the nodes to all be in one row, like on a ruler, and for the links to intersect with each other as little as possible.”

It was something that didn’t affect the functionality of his work at all, Bravin said, but he still spent time working on it. Eventually, he realized that the process behind creating the most efficient node connections could work well in the format of a game. A longtime lover of strategy games, he began to think about how those two interests could be combined, Bravin said.

“At a certain point, it dawned on me that I could mix these two things together. Nodes could be buildings, and links could be the roads between them. In a strategy game, it would matter how the nodes are arranged and interconnected.”

Bravin had to put the concept on the back burner for a while, he said, but spent a lot of time thinking about it. Finally, he had the chance to make his game a reality during the 2019 Ludum Dare game jam competition, where he debuted his first prototype of Masterplan Tycoon.

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Node Editing in Practice in Masterplan Tycoon

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Masterplan Tycoon’s gameplay is “all about mechanics,” Bravin said. “They take center stage in the game.” The resource management sim has three main components: raw materials, buildings that turn those resources into products, and chains that link the two together. Chains begin at a resource extraction point — like a forest, crop plantation, or coal mine — and travel through a group of nodes that represent different points along the supply chain — sawmills, processing centers, or refineries.

There are several different kinds of chains and nodes available to players, including ones that produce clothing, food, or building materials. Some of those expand gameplay — for example, players can unlock nodes that act as ports, allowing them to build supply lines that travel over water. All of these features draw inspiration from node editing functionality. Bravin also designed Masterplan Tycoon so that resources and chains can intersect, creating new types of materials. “At some point, you may find that some resource you got previously can now be used in a new chain in a new way,” he said. Players are tasked with building those connections, much like links between data in a programming node editor.

When using a node editor, though, the size and type of links between data don’t matter. In Masterplan Tycoon, the efficiency of links between nodes actually affects the performance of the overall system, Bravin said.

“It's important how buildings are positioned and how long the links are. The productivity of the whole system depends on it.”

Players won’t be punished for taking some creative liberties, though. It’s still possible to create long supply chains and place nodes where they look best, not necessarily where they are most efficient.

Bravin’s node editing inspirations even guided Masterplan Tycoon’s art direction. The game has a minimalist style, featuring a low-res map grid on which player can place nodes and chains. Bravin didn’t want things to be too detailed, because he didn’t want to lose the spirit of the node editors he was used to, he said. “Anything else would move us further away from this concept.”

Masterplan Tycoon will release on March 9 for PC.

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