– Correctional centers now produce “correctional cells”, instead of policing like it did before. This means correctional centers become necessary over time. Police departments can hold some inmates as well. – Crime calculation changed. Criminals are now a demographic in the city and need to be handled in correctional centers or in a smaller amount of cells available in police departments. – Updated needs and output values for 3×3 residential buildings. – Reverted back to TAA (temporal anti aliasing). It adds a bit of jitter in small details, but overall looks nicer. Jitter will be fixed over time. – Changed building foot print texture import settings to lower memory use. – Changed building foot print shader to better solve pixelated edges between different texture types (grass and asphalt for example). This increases visual fidelity.
– Fixed bug where roads would not connect on tunnels placed around corners. – Fixed rotational bug on solar plant panels.
I’ve fixed a an issue with roads not connecting around corners when one side is built in a tunnel. This was an issue caused by an earlier fix of roads connecting through tunnel walls. Now it should ALL be working as intended! 😀 I’ve also addressed an issue with the solar panel rotations. The rotation would not work properly with solar panels built on the side of blocks.
I’ve also made changes to the shader used for building footprints. It used to produce some unsightly artifacts (left in image) between then mapped areas (grass, asphalt etc.). I’ve managed to get this to look nicer, while also being able to compress the textures more. This should save about 40mb in texture memory.
There were some values for the newly added 3×3 residences that were incorrect. Primarily they required way more entertainment than they should. This has now been fixed.
Police departments and Correctional centers now produce “correctional cells” or jail cells. I’ve also changed how crime is calculted to add in a “criminal” demographic. This means a city needs to have enough cells to house criminals.
The second density for the newly added 3×3 residences is coming along well. I plan on having them added in during the week. Currently the remaining work is texturing and adding props – this should take 3 or so days so expect the update around thursday.
The 3×3 residences are coming along nicely. I will hold off on adding them into the game until I have the second density done a well. Currently the first density is almost complete. I should hopefully get most of it wrapped up and ready to go next weekend or mid week the week after.
The lower tier first density has already been added in:
The mixed lower/middle class tier first density is done:
The middle class first density tier is also done:
The mixed tier (mid/upper class) first density is also done:
The next update will also feature some minor fixes, among them a fix to the new solar farm panel rotation, which is off when farms are placed on the sides of blocks.
0.83 -> 0.84 – Added first set of buildings for the lower tier 3×3 residentials. – Two new parks (3×4 and 2×3) added. – New stairs type park added. – Park effects changed. All parks now cost the same (depending on size) and produce the same output. That way the different park types become more of a design choice, rather than having different effects that the player might want to balance or maximize. – Difficulty info added into file info when loading. – Made changes to atmosphere material so that travelling through it causes less distortion.
– Fixed bug where special road pieces couldn’t be rotated – Fixed side block decoration placement bug. – Fixed rounded round not working next to other rounded roads (on the rounded blocks)
As mentioned in prior devlogs, a couple of new parks have been added in.
These are odd sized parks (width and length different) that work well, for example, at the end of roads as a sort of center point.
I discovered a minor issue with one of the special road pieces when wrapping roads around rounded blocks. This has now been fixed.
I’ve started adding in 3×3 residential buildings. The first tier, first density 3×3 residential set can now be added to your city:
Also previously mentioned, there’s now a type of half height decoration block that can be built on.
Still working on a few things that will go into the upcoming version, hoping to have it up next sunday!
The park roster is being expanded. Here’s the park that was WIP last week:
I’ve also added in a 3×2 sized park:
I’ve also changed pricing and effects of parks so that they’re based on the size of park rather than (for example) the 4×4 all having different prices and effects. That way, which specific park you pick is more about design, rather than an attempt to maximize certain effects.
Also added in a new decoration that also functions as a stepwise block that can be built on:
I’ve started working out some of the 3×3 residential buildings, I’m hoping to have the first and second tier ones in by the next update, but could possibly get a few more of them in if creativity strikes. 🙂
The past week I’ve worked on refining the easy-normal-hard settings. Currently, I want to stretch the boom/bust cycle slightly on easy mode, to make the bust cycle slightly slower or the boom cycle slightly longer to make economy easier on easy mode. I’m also making additional adjustments on things like conglomerate behavior, making them less angry when you demolish things etc.
I also got a request for irregular shaped parks, so I’ve started working on those. An idea that popped in my head was to have a sort of park that also works like a transition between different levels in the city. So I made this 2×3 sized park:
On top of that I’m making a 3×4 park, seen here:
I found a bug that prevents rotating the special road pieces. This will be fixed in the upcoming update to the game. On the side of working on the new ideology decorations, I will also be starting up production on 3×3 residences and commercial buildings.
A new version will be live in a bit! Here’s what’s new:
0.82 -> 0.83 – Changed template selection in main menu, selecting a template no longer starts the game at normal difficulty. Instead you can adapt the settings freely and start the game using the specified template (which makes more sense :)). – Economic crashes no longer occur on easy mode. Instead, economy fluctuates smoothly. – Added text box to describe the differences between the difficulty modes. Localizations will be added in later. – Easy modes now has an increase likelihood of conglomerates making offers. – Updated one of the templates to avoid size issues when starting a template on a minimum sized world – Changed texture mipmap settings to avoid buildings looking overly dark at a distance. – Adjusted the camera startlocation depending on world size – Added a display size of area placed when placing blocks and also road length. – Added 1×1 tradition ideology decoration.
– Fixed so that starting a small world will “crop” a remaining templates. – Fixed loading bug where cities would revert to normal difficulty if started in difficult or easy mode. – Fixed collider size issue with path decoration.
The main menu’s free roam world setup has gotten some changes. The world created, and primarily the difficulty setting used, is described. It is now also possible to properly select a block template and setup a world, rather than clicking a template starting a world on normal difficulty.
The tradition ideology 1×1 decoration is now done:
This means that all four ideology “groups” have 1×1 decorations now, more might follow later on, but for now I will settle with these and move on to 2×2.
I noticed there was a bug that reverted cities to normal mode after loading them, this has now been fixed. Easy mode has also gotten some additional adjustments.
Texture import settings have been changed a bit again, to avoid textures fading out at far distances and making the skyline look dark, rather than fade to the current fog color.
After spending time mainly ironing out bugs and adding in QoL improvements, I’m now back to a proper update schedule starting with adding in additional ideology-related decorations and expanding on energy production options. I’ve also got another tutorial and some additional refinement planned, which should make it in for next update.
In this update.
0.81 -> 0.82 – Fixed destruction indication not working on recently added pipes. – Fixed midbarriers not working together with pipes and pipes not adapting properly around mid barriers. – 6×6 carbon power plant added. – 6×6 solar power plant added. – 4×4 solar power plant overhauled. – Small order decoration added
– Minor adjustments to difficulty settings – Optimizations to road calculations – Minor adjustments to midbarrier colliders and an asortment of buildings colliders that were slightly too large.
As mentioned above, the 4×4 solar power plant has been overhauled. I wanted to use the circular version for the 6×6, so I decided to give the 4×4 version a different look.
The circular version has been scaled up and refined a bit:
The carbon power plant gets a 6×6 version as well:
The larger versions become available as the city grows larger, as they require upkeep that isn’t viable when a city is small. They produce way more power for less resources and less foot print.
The ideology decorations have started being added in, starting with revolution and order decorations: