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Month: August 2021

New block types and better mesh merging

New block types and better mesh merging


A bit late with the devlog, but here it is!

I’m currently finishing up on the new block pieces (adding inner and outer corners etc). There are now an inner and outer rounded slope piece that works well with the road pieces of the same type.

Having redone part of how building placement works, I’ve been able to add in more interesting pieces – like the recently added vactrack tunnel. I’ve now also added a proper road tunnel.

I’ll be redoing part of how road placement works to allow roads to be placed directly on these sloped pieces, instead of having to place individual, specific blocks with the road already attached. This should make using them a bit more natural.

I’ve also redone one of the core systems – how blocks and water blocks are merged to produce bigger mesh chunks, which preserve memory with there being fewer objects but also makes shadow casting more efficient. Now grass tiles, roads and plaza tiles are also added to the merger.

There’s some more stuff coming in the upcoming version, but more on that in the upcoming devlog!

Changes to plazas, vegetation shader and fade out

Changes to plazas, vegetation shader and fade out


The recent update to fix an issue with the option menu, added some new stuff!

I’ve updated a handful of decorations to use world space textures instead, meaning they will tile seamlessly. In updating them, I also made them work properly with seasons, meaning they will go brown in autumn and white in winter.

On top of this, I’ve updated the existing plaza buildings so that they work seamlessly together with these decorations as well as other plazas, meaning you can make more customized plaza areas.

In the next update I will make the same changes to the existing parks and grass type decorations. This isn’t as big a job, but should make it possible to make more dedicated park areas.

I noticed some stuff wrong with the big vac train station texture (grass area was glossy). This has now been fixed.

I recently mentioned that the fade out ramp texture was changed. For some reason Unity didn’t seem to manage to load it at run time the first time you open a city, so I have now added it via inspector to make sure it always works properly. This ramp is a type of raster that makes the fade out more akin to transparency (without the performance hit) unlike the previous that used the destruction ramp.

On top of these changes I’ve changed the vegetation shader to not calculate vegetation movement if vegetation is further away (since this mostly just looks like jittery aliasing anyway). This also improves performance of the shader a bit, as less calculation is done overall.

0.66 is live!

0.66 is live!

0.66 is live!Hello,

A bit later than expected, hotels out but some other goodies in, 0.66 is now live! What’s new?

0.65 -> 0.66
– Added spinning billboards on standing vacstation.
– Added conditional trades – now a trigger price can be set to allow trading contracts to start at a certain price point.
– Added bus stop as a low capacity public transport building.
– Added end piece decoration for side blocks.
– Added a tunnel block that can be used to hide vactracks.
– Added an end decoration for the new tunnel block.
– Added an outer corner piece for recently added side blocks.
– Decoration upkeep cost and output values now displayed in infopanel.
– House of constitution added (locked until ideology system is finished).
– 1/2 and 1/4 blocks removed (1/8 blocks cover their function well enough).

– Top density residential and commercial buildings now generate a slight negative density value, so that top densities aren’t spammed across the city.
– Changed min population required for tram, monorail and vactrain stations.
– Vactracks now require electronics to be built.
– Adjusted upkeep costs and resource trade costs for food items and consumer resources. Also made minor adjustments to raw material trade prices.
– Replaced object fade out texture.
– Added upkeep, environment and culture values for side block decoration and fan decoration.

– Fixed import settings for recently added textures.
– Fixed certain decorations sometimes not being correctly rotated after loading a city.
– Fixed autosave frequency bug in options menu.
– Fixed destruction hologram sometimes getting stuck after cancelled demolision.
– Fixed trees not spawning randomly on rounded grass covered decoration blocks.
– Prospective fix for resolution options being doubled in options menu.

The hotel buildings are still in the works and should be in the next version, which I’m hoping to have ready in about 2 weeks time.

There have been some prototype stuff that I’ve not finished, but decided needed to be done now. I had an old prototype of tunnels in the works, but had not made a good system for checking what sides of a tunnel block could be built on. This has now been implemented meaning that “odd” blocks can now be used in game without relying so much on precise colliders and special cases in code.

There will be a block with a road tunnel added as well in upcoming versions, even if you can also build tunnel structures using overpasses.

The new side blocks that can be built on now feature a full set of straight, inner corner and outer corner pieces. I’ve also added a type of rim decoration that can be used to spruce things up further.

Conditional trades are now in, meaning you can trigger a trade contract to start at specific prices. Busstops are now in (bus vehicles coming later). I’ve also changed the fade out texture, but more work is needed to adapt fadeout ranges, for example on trees for it to look more seamless.

0.66 will be live august 9th!

0.66 will be live august 9th!


I’m aiming to have the next version of the game live on august 9:th. There’s more ideology work included into the version, but will not yet be accessible by players. There’s still some time left before I start unlocking the first ideologies which will be progressivism, conservatism, authoritarianism and liberalism. These aside from shifting certain base values for things like crime, happiness and education, these, overall, are fairly similar to the current base ideology (centrism). The remaining for ideologies, like communism, will feature more substantial changes to the core game, like there being no conglomerates in communism or schools etc. being privatized in laissez faire liberalism.
Some of these more fundamental changes might make it into the other ideologies afterwards.

The most recent building I’ve made for ideologies is the house of constitution building, which is a right wing building.

In the upcoming version there will be further tweaks to resource prices, building upkeep costs and output.

The last density for hotels is underway. After this I will start cranking out the 3×3 residential, commercial and hotel buildings. This will be a fairly long process though since there will be four densities for residences and commerce, and 3 for hotels. So that’s a total of 46 buildings not counting any variations.

I’ll be updating the steam store page a bit soon too, and update the road map now that I’ve more or less locked it (of course, player requests are still welcome and will be considered!).