The name of the game was changed to BRTV, as Battle Royale Tycoon was already taken. The game isn't turn-based, as I originally thought, but real-time instead.
(A close-up view of the battlefield)
Yahtzee laments the massive increase in scope this early on, especially since he was busy with E3 for a few days during the development. The game is nowhere near ready, but work is happening, despite Yahtzee's habit of procrastinating, and he assures us that '[we'll] have something to play at the end of all this'. Here are the things that still need to be implemented:
Something that programmers and coders might be interested in judging is Yahtzee's code, starting from 2:44 and until 5:44. He was hesitant to do so because his coding is rather amateurish, but he does, nonetheless, show the code that every player goes through when they land.
(A tiny snippet of Yahtzee's code)
Yahtzee describes what the variables do for people who don't exactly understand coding and talks a little bit about how the AI can be made a little bit more complex. Yahtzee also answered a question addressed to him:
The answer goes as follows: 'I have this mad idea that some people might take advice from me, and if there only one piece of advice I'd like taken away from this entire series, it's this - focus on the primary gameplay loop.' He proceeds to describe gameplay loops (primary, secondary, etc), which is what the players should try and achieve on a timed basis (second by second, minute by minute, etc.). He gives examples of primary gameplay loops from Doom (move around, shoot monsters) and Pac-Man (eat pills, avoid ghosts).
(An example of three gameplay loops in Pac-Man)
'You can have as many layers as you like, but they all come down to the constant repetition of a primary loop.' Ultimately, the game designer's task is to make sure the primary loop is fun and/or engaging.
'So that's my advice - start with an empty room, put a dude in it, then keep fiddling with his movement physics and his animation and the little dust clouds that come up when he turns around too quick, until you're thinking "Boy, I could just move this dude around this empty room all day", then put one single enemy in the room, 20 GOTO 10. Do all that, then think about scope, and if you're still taking advice, ideally do all of this before you run to a crowdfunding website with 2 bits of concept art and a bad attitude.'