This week I’ve mainly worked on systems and bug fixes.
Most of the squashed bugs have been buidlings not setup correctly (box colliders, layers etc), so nothing huge has been found.
On the systems side of things, I’ve started implemented policies. First off simpler stuff like tax rates. Currently I’ve got tax rates for low, mid and high skilled labour implemented as well as commercial and industrial tax rates.
Along with the tax policies I’ve also added a new city stat – happiness. This depends on overall health, education and wealth levels as well as on current levels of pollution and tax rates. In the future I will add unemployment and safety into the mix as well. The level of happiness determines how fast your city grows, when happiness is too low, citizens will start to move out of the city.
A system for traffic is also in the works. Currently this is rather simplistic – cars are spawned and then drive around with no goal or purpose. The concept I’m working on should end up working though, but will require a few more weeks before it is fully functional and looks good.
Only one new building has been made this week – The centrifugal particle extractor. This building serves the same function as the atmospheric particle filtration plant, namely to filter out carbon, metal dust, sand etc. from the atmosphere for use in other production facilities. The centrifuge is more expensive and requires more electricity and water to function properly, but on the other hand pollutes much less. The idea is that this building will become viable only after having built a sizeable city.
I’ve tweaked the screen space reflections a bit and found a good balance between visuals and performance. It looks good especially during nights I find.
That’s all for this week. More stuff next week!
/ Dispersing Minds
The game will be updated on Steam fairly soon, this makes the third alpha version. After the next update, the game will move onto beta-testing for which I will involve more testers. The hope is to have most of the buildings and underlying systems ready for the beta, although some of the ui etc. will be underdeveloped.
This week I’ve finished the upper middle class tier of residences. This means that cities will now spawn the highly skilled labour required for the third tier industry (medicine and jewelry among others) and buildings like clinics and hospitals.
Prior to changing the buildingblock size, buildings grew out of the blocks. To prevent buildings from popping in, they were contrained to the same size as each block. Since there’s now a completely new sequence for when buildings are constructed (still WIP but detailed in earlier post), this limitation no longer serves a function. As such, the top densities for the upper middle class residential and commercial zones will be taller. This can be seen here:
This should make for more interesting city silhouettes once players start building for highly skilled labour.
The upper middle class and upper class tiers have high demands, Requiring buildings such as the library to be built nearby as well as consumption goods such as jewelry and processed food.
Since I recently added medicines as a resource, clinics and hospitals have been updated to require medicines as an input to function properly.
I’ve updated the UI to work with a new class – Window. Some ui-functions will be window based, like the options menu and global economy view. This class is used to manage windows better and make sure that if one is open, it’s closed before a new one is opened to avoid cluttering up the screen.
Options have been implemented in a fairly limited, but functional form. It allows toggling some of the more demanding visual features.
Moving into next week I will get back to work on traffic, which sadly didn’t make it into this update due to time constraints. The upcoming week will be heavy on systems work, like road connectivity and resource distribution systems. I should be able to finish a few of the remaining 30 buildings left for the EA-release of the game.
/ Dispersing minds
I missed last week because of a heavy workload! Sorry!
This week I’ve mostly worked on expanding the resource trees.
There’s now an additional food type – funghi. Like cereal, legume and fruit, it will be an input of the processed food building. But funghi will also be used to produce medicines in the medicine plant (to the left):
Another resource that has been added is diamonds. These are produced in the carbon pressurizer. Diamonds can then be used as an input to make jewelry (in the middle building):
Diamonds will also be used for the advanced circuitry resource, which will be required for high tech industry and the laboratory.
The electronics plant (seen to the left in the previous image), jeweler and medicine plant are all high tech production facilities which means they pollute much less, or not at all, and require highly educated labour to produce at maximum efficiency.
They also have a much cleaner look, as seen here:
Since there are now quite a few buildings that require highly educated labour, I’ve started working on the upper middle class residential buildings. Like lower middle class that houses both low skilled labout and mid skilled, the upper middle class tier houses mid skilled and highly skilled Labour. The first density is more or less done:
Overall, it’s been a productive week. Next weekend the game will be getting another update going out to testers. What I’m hoping to have implemented by then is the options menu, some more sounds, the full upper middle class tier and an early iteration of traffic (visually only).
/ Dispersing Minds