Brief update on what’s up and coming in the next version of the game.
Work on the UI is being concluded. I’m looking into updating the main menu a bit and should have that finished during this week. I also need to update some of the resource icons, this work is ongoing but takes a while due to the large amount of icons. I’ve added in some text in the loading screen to show what is being loaded currently. There will also be some random tips added. Most notably though, there’s now an animation showing off what’s going on behind the scenes so to speak.
I’m adding some polish to the pathfinding for blimps and other flying vehicles. The goal is to minimize flying vehicles having to “circle in” on the location they’re going to. I’ve got a few ideas on how to improve the current framework to make this work well enough.
There’s now also a building animation manager that will control animations for buildings. This is mainly to improve performance and to centralize how animations are handled. This will also make animations properly conform to the current game speed. The goods port is one such building that uses this new manager.
Also added in some additional freighter details, like sparks flying when it detaches from the goods port. The idea is to also have the lighting get turned off when the freighter takes off, as it is no longer being charged in the goods port.
Policies are now all tweaked and finished. Moving on I will start working ideology into the game properly, starting with the additional of additional buildings. Also took the time to get a temperature display on the blimps!
Version 0.5 goes live tomorrow – blimps and freighters!
Hello, 0.5 will be live tomorrow. New additions are generally centered around flying vehicles and changes to how they find paths. I’ve also reworked some of the vehicle code to make it less difficult to maintain on my end, this fixes some bugs and issues that have arises since last time I worked on traffic.
Blimps are fairly well functioning after some additional testing. What needs to be added over time is some additional raycasting so that the path finder has an easier time navigating from the topside to downside of areas. Currently it needs to kind of circle in on an area to find it’s way which is very inefficient. This will be fixed fairly soon as it only requires some minor additions to existing code.
The goods port has been added into the game. This building will more or less expand on what the atmoport does today. It will be essential to increase the number of maximum trades that can be managed at the same time, and determine the capacity of how much can be imported/exported per time tick.
Currently, goods containers are only loaded onto the freighter, but come next update freighters will also come into the city loaded with containers that will be unloaded.
The game now features cars, trams, monorails, vacuum trains, atmofleet, freighters and blimps – additional vehicles I’m adding in are helicopters, small hot air balloons and some boats that will appear where there is water. After that I’m calling it on adding vehicles.
I’m still making some minor tweaks to the UI, I still need to make some graphics and update some of the icons, but will add most of this in for the next version.
Brief update – I’ve finally overhauled the way atmoport fleets find their path in and out of the city. The new system makes it possible to cheaply perform path finding in the city as well so that blimps can find their way around.
Blimps check against blocks, water and buildings. Like everthing else in the game, this is made all the more complicated by the fact that everything works in an open volume. The way I decided to go about the whole thing is to have a path seeker that continously tries to get from point A to B. The path is then smoothed to avoid stuff like can be seen in the above picture (zig-zagging). Paths are constantly being checked for changes like new blocks or buildings that have grown and positions are then loaded to vehicles when they’ve landed. Blimps are quite slow moving, so they will occasionally clip through stuff until their paths have been updated. This will be refined later on!
Above is a path that has been changed since a building has grown in the way of the old path.
Another issue I’m working on is that blimps need to gradually shift over and face the proper direction when landing on an upside down station for example. I’ve got this planned out, but it’s not fully functional yet. The idea is to have blimps gradually turn to the next station’s up direction over the course of its travel.
Atmoports are functional with the new system as well. Generally, things look fairly similar, with the main difference being that fleets will better find their way out when atmoports are placed in more closed in locations.
There are still some situations that take too many positions to figure and as such “time out” leaving vehicles inactive, but they are generally quit few.
Further refinements will be added over time, as well as some optimizations to the system.
Initially I had planned on launching 0.5 tomorrow, but I’ve decided to post pone it a week to finish up the remainder of the UI stuff as well as adding in a fully functional and animated goods port. My target date for the update is the 15th of february instead of the 8th.