There will be no extensive devlog this week, since most of the work I’ve done involves system stuff and generally surrounding systems already in the game.
I’ve continued working on the vehicle system and squashed a few visual issues. Moving forward I can now start culling vehicles properly to allow more vehicles shown in any given view without tanking the FPS.
I’ve now also implemented a proper calculation of the wage level. The wage level affects the demand for labour, so if wages are high, demand gets a slight hit. Conversely, if wages are lower, demand gets a slight boost.
With welfare systems such as unemployment insurance, health insurance and retirement, these are generally designed in such a way as to replace wages while a person cannot work. As such, the city’s wage level is now a part in calculating the cost of these benefits. If the city has a high wage level, these benefits will cost more when people are unemployed for example.
The next step will be to incorporate the wage level into the tax income from residents.
Another thing that I’ve aimed to incorporate into the EA-release of the game is a vactrain system. I’ve started coding this into the game, and aside from registering stations, it’s almost ready to be tested. For next week’s devlog there should be a finished concept up for display.
There are still some bugs to be fixed here and there, and some UI adjustments left to make. But overall, what was intended for the EA-release is starting to get rather stable and polished. That means I can move onto doing some optimizations here and there to make sure the game runs really well.
/ Dispersing Minds