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DEV BLOG / 06

A living front office: messages, stadiums and the calendar

Decisions need deadlines, receipts and consequences that survive the next screen.

Development post 6: A living front office: messages, stadiums and the calendar. Pixel artwork from Idleball.
Pixel artwork from Idleball.

Last week the roster started costing money. This week the game needs to remember where that money went and what I’m supposed to do next.

The front office is becoming more than a route back to the draft. Contracts expire, projects take time and a season has obligations between kickoffs. Those things need somewhere to show up.

What changed since the management update

  • The Inbox keeps a record. Contracts, injuries, finances, trades, training, trophies and construction produce persistent messages.
  • Unread and urgent messages are different. A new receipt and a decision blocking progression shouldn’t look equally demanding.
  • Acknowledgments are saved. Reading or resolving something has a lasting effect, instead of making the same notice return on every visit.
  • Stadium improvements take time. Purchasing a project commits the money; construction finishes after the following full season. Pending work doesn’t grant its benefits early.
  • Computer franchises respect affordability. Their construction plans have to fit their finances too.
  • The calendar can be controlled. Pause, resume, AutoSim, offseason timing and required reviews give the manager a say in when the world moves.
  • Guidance can be remembered or reset. First-visit explanations don’t need to become a permanent interruption.

A crane is not a completed building

The first stadium work includes the replay screen, dome, turf, concessions and the five strategy facilities. They’re investments in the franchise, not instant rewards for clicking a picture.

That delay matters. If a benefit arrives before construction finishes, the calendar becomes decoration. If the money disappears without a receipt or opening date, I’ve made an expensive guessing game.

I’m trying to keep the sequence understandable: decide, pay, build, open. There’s a surprising amount of programming hiding inside those four ordinary words.

Let the manager decide when to move

AutoSim should handle the decisions it’s allowed to handle. A required review still needs to stop the calendar, and a manual manager needs a clear way to pause before the next commitment.

Saved deadlines help here. Closing the game shouldn’t erase an expiry or give a construction project a new birthday. The world needs to remain the same world when I return.

This also sets up a better role for an assistant later. Someone explaining an actual bill is useful. Someone cheerfully announcing every save would become a coworker I’d mute.

Next week I’m bringing injuries and the postseason into the same chain of decisions. Apparently owning a football team involves more than designing a nice uniform.

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