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Month: November 2020

Ground shader gets a rework

Ground shader gets a rework

Will be pushing an update to update the footprint/ground shader. Way back, all details on ground textures were done via the diffuse map. This meant that there would be seams between each building’s ground texture. Later on I moved grass over to a kind of alpha mapped world based texture so that there would be no seams between grassy parts of the texture.Now I’ve moved on to the next step and added a 4 world texture per material system allowing stuff like asphalt and cobblestones to be added on a world coordinate basis. This means that additional seams can be removed (between industrial zones for example). There’s still some work remaining in adjusting textures, but overall it’s starting to look quite good. Another added benefit is that it has allowed me to cut all gloss maps, instead adding this information based on the world based textures instead. Effectively cutting out 55+ gloss textures.
This system also allows player customization of building tiles a bit, as seen below. This is still some ways off, but will be added in around february next year.


Most of my dev time last week was taken up by these changes (adjusting 55+ diffuse textures and coding the new shader takes time). In doing this work I also started doing some overall graphical optimizations. One such optimization was to drop the realtime reflection probe. I found these reflections, although “correct” would look subpar since they take time to update – leaving a kind of stuttery look on windows when moving the camera.


Atmospheric scattering was also found to be taking up quite a bit of processing time, and as such the quality of this has been lowered a bit. The scattering effect is fairly sparsely used in the game, so it makes sense to drop the quality.


For some reason, the resolution scaling asset in the main menu was set to 4x, making gpu load very high although very little that is scaled is rendered in the main menu. This has now been fixed!


A side effect of the new ground shader, is that making these textures will become much easier, as will changing existing ones. So I can hopefully ramp up building production a bit as well as spruce up some of the old ground textures.

More industry added

More industry added


Decided to really push forward with 3×3 industry and now all three tiers are finished. Will have these live through an update tomorrow.


Lower tier industry was added in last update, but only the first density. Now all three densities are finished (bar some polish).


The middle tier is also finished, as is the upper tier:


There’s still some additional prop work to be done, but overall they are pretty complete and fully functional.


With the 3×3 industry added, all industrial zones are now complete. I might return to add 4×4 variations in the future, but that will be post full release in that case.

I’ve continued optimizing textures, since there are still quite a few buildings to add and preserving memory is key before adding more stuff in. I’m fairly content with the balance between texture size and quality now. Overall normal maps and gloss textures have more compression and less resolution, while the main texture now has less compression. I find this is a good balance.


Next update around I will have finished the remaining hotel buildings as well as polished up the UI. Hopefully also finishing up on blimps (long overdue)!


Next version is just around the corner! There are some things that I had planned to finish, but that didn’t make it in as a result of shifting priorities – adapting UI to wide screen for example.


One new addition is a type of velodrome type road piece to transition to sideways roads. There’s a similar twisted road piece already (seen below), but I think this one adds additional city customization.


Aside from a couple of roundabouts I’ve been prototyping, I’m pretty much done with all the custom road pieces now. Next up will be adapting some of them to allow trams.

As 1×1 and 2×2 buildings are now all finished, I’ve started working on the 3×3 sized sets, getting industrial buildings out of the way first. As of now, I’ve only finished the first set of first density dirty industry:


There will be three densities of 3×3 industry, with an alternate for each. That means another 16 buildings to go!

This version tweaks most of culture and entertainment output and also adds some minor tweaks to entertainment output as well. Certain decorations will also absorb pollution similarly to parks (makes sense, since some decorations are essentially parks). Decorations have also been added into the budget, so they will start costing money.


I’m gearing up to get the remaining 4×4 hotels done, 6 buildings in total. Hoping these can be done for the next update. I’m also toying around with some ideas for larger (6×6) power plants, starting with a larger solar power plant.

More hotels!

More hotels!


Missed last week’s devlog, since I was moving to a new place. Dev has been a bit sidelined due to this, but is now back on track. Version 0.42 will see the last density of 2×2 hotels, as well as the third 4×4 hotel set. Some of the new hotel buildings pictured below.


Since tourism is now getting fairly well tweaked, a tourism tutorial will also be added – as usual, english version will come first and additional languages will be added later on.


I plan on also getting a first set of 3×3 industry implemented to add more variation to industrial areas. Since remaking the growth system for zones, it’s much easier to add “unfinished” sets, so I can add them in as I go.


UI is starting to need a proper clean up, so that is something that will be started up too. There are also some clarifications that need to be added to certain parts of the UI (like showing off when a building can and can’t grow for example).


I’ve still not finished work on blimps, so that will be seeing more work and hopefully there will be a somewhat functional blimp movement system going in the game.