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Month: April 2021

Diagonal roads, even more vehicles and early game tax adjustments

Diagonal roads, even more vehicles and early game tax adjustments


I got caught up with work yesterday, so last week’s devlog ended up being posted today instead!

Current work is focused on some new additions, namely diagonal roads!

They are placed the same way roundabouts and either special road pieces are placed, so they are quite as flexible as the regular straight roads, but still offer a lot of possibilities for customization. More work on diagonal pieces will be done later on, and I’m also planning for some special zones that can be placed in the triangular spaces left on the sides of the digonal roads.

Since vehicle performance is fairly solid now, I’ve upped the amount of active cars in view as well. A thing that remains to be done is to fix cars spawning very closely to eachother, but that is more of a visual issue rather than functional, so it has less priority.

I’ve also added a way to place outer corner pieces for decorations:

I’m making further adjustments to tax revenue from zoned buildings. From the next version they will start generating slightly less tax revenue to promote the use of other means to make money. In order to avoid this making the early game too difficult, there’s a bit of a revenue bonus that lasts quite some time into the game.

Next version should be live next monday!

Small aeroports, more traffic and a bunch of fixes – 0.56 goes live.

Small aeroports, more traffic and a bunch of fixes – 0.56 goes live.

0.56 goes live!Hello!

0.56 is now live, here’s what’s new since the last update.

0.55 -> 0.56
– Expropriation policy now fully functional. Costs of destructing zones are higher when enabled, but conglomerates retain their happiness levels.
– Goodsport now has full animation.
– Goodsport function now fully implemented. If there’s enough capacity, more can imported in shorter time. Import rate 25-250 units per time tick.
– Added small aeroport station (less of a growth boost in surrounding zones, but can be placed on small islands).
– Added basic city planning tutorial
– Added building sound when it is placed.
– Added low poly shadow casters and LOD for convention center,
– Added low poly shadow casters for hotel third density 4×4 buildings.
– Increased car count per building.
– Added unique color for supply buildings in view modes when viewing demand for education, health and crime safety (for example).
– Improved performance of viewmodes.
– Updated german localization – addition of missing text elements coming later on.

– Fixed blimps landing in the same location.
– Fixed roads sometimes connecting through decorations placed on edges.
– Fixed cogwheel not spinning in building info window.
– Fixed cars despawning incorrectly.
– Fixed cars stalling when spawned.
– Issue with sliders not displaying in the building information window should now be fixed.

The small aeroports are in this version, making small, unconnected islands more viable.

The recently fixed goods port animations have been tidied up and code has been cleaned up.

I’ve also continued working on traffic code after having separated vehicles into two classes – regular vehicle and complex vehicle. Cars (regular vehicles) have been a bit buggy since, often stalling or despawning. Most of these issues have now been fixed. Cars no longer stall for example, but may remain inactive but visible for a while before receiving their paths – this will be polished up for the next version.

The amount of cars active has also been increased now that it’s more predictable how many are active in the scene when they don’t despawn incorrectly.

A new tutorial has also been added in – a basic road and city planning tutorial giving some tips on how to make things grow and ways to place roads effectively.

The tutorial also briefly mentions how building reach works – both in terms of buildings reaching roads, and the reach of a building’s effects.

Institutes of health and goods port functionality

Institutes of health and goods port functionality


Starting next version, goodsport will have full functionaly. Basically, atmoports used to determine how much goods and people could move into a city at a given moment. This has now been separated into atmoports handling primarily people traffic (and a bit of goods) and goods port handling goods traffic.
This means that starting next version, goods ports determine how much is traded per time tick. If you have many active trades at the same, but not enough ports, then less of each item can be imported per time tick.

I’ve been gradually moving more buildings into the new animation management system to make them more performant and to make them work with the time scale in the game. In doing so I’ve also finally finished up the animation for the goods port. Containers are now loaded onto and loaded from the freighter. More building animations are coming to make cities come alive a bit more!

Next version, a new blimp station will be added in. This smaller version doesn’t boost surrounding growth as much as the bigger one, and relative to its price, it also doesn’t provide as much public transport. It does, however, make blimp stations more viable on small islands. Blimps now also don’t land on eachother at the stations!

Work on ideology buildings continues – this is an almost finished institute of health which is a special building when adopting communism or authoritarianism:

When built, this building boosts health output of clinics and hospitals across the city.