Honest work

It doesn’t look like much, but I introduced the first “leisure room” (a Bar) into the game. Soon, musicians will go there by themselves when they are unhappy, out of energy or bored. But you can also assign musicians to these rooms to make them happy. They get buffs (like being overjoyed) by spending some time in them, but there is also a chance they receive a debuff (like becoming drunk). Those buffs and debuffs vanish over time. I think it’s a fun management task to keep your musicians happy, try to collect some buffs by sending them to different leisure rooms and try to not “catch” debuffs. When you have several bands and they kinda act independently from each other and you, this will be - hopefully - a entertaining juggling act.

The rooms have an off and on-button, so that you can be sure that none of your musicians get drunk, when you’re not looking. They can then not receive the respective buff from the bar either, though.

After finishing these leisure rooms (making copies of this element and changing some values), I will set out to make the musician state machine. I feel like, because of my semi-structured approach so far, this will not be too hard to implement. It will later on just be kinda hard to balance…