Introduction In Goddess Maker’s “Lab of God” Game Section, Projects are quest-esque objectives for “The Lab” to accomplish in order to progress toward the ultimate goal of godhood.
Project ScreenGiven “Lab of God”’s move to a project-based gameplay formula as opposed to an idea-based model, project screens are important as they convey the information needed to complete a project, such as specifying which competencies need to be learned and what groundwork must be completed prior to the successful resolution of the project.Much like in real life, Project Screens are based around project outlines and planning with the outcome not already known, resulting in information potentially being outdated after the project is completed. This process is intentional as “Lab of God” is meant to imitate the “human” aspect and IRL working conditions.One of the reasons the project-based progression model was important to institute was due to the shaky implementation of the game section’s now 70 competencies to be learned, which earlier required a lot of guesswork to know what is connected to what, but now there’s a convenient in-game progression guide called the “Tech Grid” to reference in one’s playthrough.
Tech GridLike and unlike a Tech Tree, “Lab of God” uses a Tech Grid to organize the projects together like grouping the serums together for being a part of the “Serums” manufacturing subcategory; and also properly denoting which projects are completed, are active (visually blinking), and those that haven’t been unlocked to work on.When a project is hidden with a question mark, highlighting with the cursor either gives a hint on how to produce the project outline like requiring “The Lab” to first develop the Strength Serum before the Super Strength Serum can be envisioned to be developed, or barring the player with a spoiler lock stating that the player hasn’t progressed far enough for the hint to make any sense with their current predicament day-wise and general development-wise.
Given the many, many projects in the “Lab of God” game section, the Tech Grid is split between three pages plus a bonus page for projects that fit outside the core progression:• Page 1 will feature Manufacture Projects such as Serum and Gas Development.• Page 2 will feature Construction Projects such as Infrastructure and Mechanical Labor.• Page 3 will feature Empowerment Projects such as the Coating Capsule and the Shrink Ray.• And Page S will feature Special Projects that are miscellaneous to the core tech development like the Beauty Pageant Cosmetics and the Animal Translator.Note that given the emptiness and scattered spacing of Page S in-game, it’s meant to also serve as the developer-intended location for future modders of the game to place their custom-coded projects.
Project Initiation
During morning meetings, Projects are automatically initiated in the gameplay upon meeting the brainstorming idea conditions, and if the imperatives that often serve as the foundation for these projects are already set as agenda.Imperatives, which are prompted as alerts to taking action in reaction to the dilemmas that accrue from the quirky day-to-day progression, like in the case of improving the lab's security after an intrusion or curing someone's cancer prior to their timed death.Some projects that are more complex, like the Coating Capsule Project alias the Permanent Height Growth Plan, first require a period of planning to come to terms with the larger scope of the project prior to its constructed outline.
Total ProjectsAs of Goddess Maker A.3, there are a total of 167 projects programmed.This number will probably be raised to around 175-180 later on in a more definitive release as more Special Projects are added and perhaps a couple extra included on Page 2 as well.Nevertheless, the main trio of Project Pages consisting of the multilinear progression from starting with setting a Lab Manufacturing Environment to developing an Ascension Device has been mainly routed with much diversity of projects in-between.