Dec 11, 2020
Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hello!

This is a very important update regarding the development state
I try to be as transparent as possible

TL; DR
Effective immediately, Mechsprofit development is stopped indefinitely due to financial and time constraints. The game will no longer be available for purchase.



I understand that words on the internet hold little meaning.
I am deeply sorry for everyone who felt let down, despite working as best as I can for the last 4.5 years, sadly it is still not enough.
I thank you for the hundreds of players that have supported Mechsprofit until now.
Below is the reasoning behind this hard decision:

At the time of this writing, Mechsprofit has been purchasable in Steam EA for ~ 30 months, from which only 1 month has been financially sustainable.
Using the last current development roadmap (which has been extended twice), there are only 6 months left to finish the game, which is insufficient.
Therefore, I regrettably will have to focus on surviving. Without being too personal,
this is a necessary decision as I also need to support 3 other people other than myself.

As a gamer myself, I understand the disappointment following “failed” Early Access games.
With this announcement, I am making Mechsprofit unpurchaseable for ethical reasons.
For those who have purchased the game, it can still be played/ accessed normally from the Steam library.

Thank you for everything



Updates:
  • Updated to Unreal Engine 4.26

Mechsprofit: Mech Tycoon Simulator - Der Garuda
Edit #3 27 Nov 2020
-Due to unforeseen circumstances next update is further delayed between 1-2 weeks.
-------------------------------------
Edit #2 20 Nov 2020
-next minor build update is delayed by a week due to technical issues.
-------------------------------------
Edit #1 19th Nov 2020
Build 0.7.6.1 updated
- Fixed Crash on mouse cursor hover over part selection button for optional components (i.e Head or Arms). Thank you for the anonymous player who has reported this bug. It helped!
-------------------------------------

Hello fellow humans!
The general theme of this update is testing the asset production pipeline that I have been working on in the last several months. What used to take 1 update cycle. Now take less than that, as is evident in the addition of new components, attachment, and materials described below. It is faster, but still, needs to be a lot faster.
Viewing from a different angle, this update is a combination of content addition, feature improvement, prep works for upcoming updates, and bug fixes.
Personally, I'm getting more excited as we are transitioning to a more visual update, so I can share more discernible updates as opposed to intangible codes.

Updates:
ATTACHMENT

IMG1: 1 Bike Rack = Utility + 1. Continuation of U93
  • Added 1 new Attachment: Bike Rack
  • So no more doubting whether you need a mecha or not, the answer is always yes.
ATTACHMENT PLACEMENT

IMG2: Collision tracing fixed. Next pending function: Rotate-able attachment. Continuation of U94
  • Fixed the attachment placement issue. Turns out there were 2 issues causing this
    • Algorithm. The logic has been corrected to handle hit detection more correctly
    • Collision Data. The fix needs to be applied retroactively for each component and is in progress. Not as bad as it sounds as most of the components are still in placeholder state and is now in focus to be transitioned into the next phase
  • For the record, the issue was interactive preview attachment getting inversed when previewing below the horizon (if normal vector pointing to the ground, not sky)
  • Additional note: The attachment can still clip into the mesh as collision only calculated at the pivot point. Collision detection between attachment mesh and its surrounding (i.e bike's tire colliding with any extruded geometry) will result in a more restrictive interactive experience and takes longer to implement.
    That being said, I'm monitoring and open to future improvement
MODEL

IMG3: Gen 2. Body: Small, Medium, Large. Names: B-100, B-300, and B-800. Made in the USA. Continuation of U89 and U91
  • Updated 3 body placeholder components.
  • Compared to the previous version, the silhouette is final.
  • Thumbnail still pending. As the master thumbnail generator is currently being worked on and will be ready in upcoming updates. This is different from the runtime thumbnail generator explained in U72 (Dynamic, Mecha vs Static, Component)
  • Nominal values are still WIP (pricing, unlock cost, mass, etc)
  • Updated fake glass tint color to be lighter.
MATERIALS

IMG4: Added 9 new plastics material of higher grade. This introduces the concept of progressing material, not just component. Continuation of U86 and U92

IMG5: Open image in new tab for original size
It has visual differences such as color value (hue, saturation, value) and textures (surface smoothness).
It also has different physical properties such as durability, mass, price, and popularity between different grades of the same material.

STATS
  • "Many" stats are currently being finalized to be reintegrated into the game.
  • Here are several previews of that stat's visualization. (Heavily Work In Progress)

    IMG6: Part comparison widget for component now support thumbnail, label, and more detailed info. This also applies to the attachment module


    IMG7: The material module likewise received the enhanced tooltips. On mecha-config, it will now display the comparison between installed and preview material. This also updated the material stats in the research widget


    IMG8: Minor Update to the material main widget, improved layout, button selection, enable scrolling to accommodate growing material selections
OTHERS
  • Further general improvement to market and factory data
  • Fixed crash when autosaving due to incorrect check condition, enhanced safeguard check upon data serialization. If you have experienced a crash after exactly 10 minutes of playing, this was the issue.
  • Improved various low-level operations for that super-safe control checks (copy operator, assignment operator, equality operator, etc)
  • Fixed attachment panel not correctly updating after resetting mecha, refined default mecha state data. This fixes various crashes relating to mecha reset
  • Fixed various crashes related to attachment slot icon interaction after changing parent component mesh
  • Several ongoing minor fixes in attachment reprojection logic
  • Fixed outdated method incorrectly setting PartType to NONE in a removal case
  • Creation of dedicated FMechTextureData struct and supporting enum EComponentTextureType to enhance mech component texture implementation -> Improved dynamic material texture parameter update logic
  • Updated save version to v.58
Next Update: 20th November 2020


Thank you
Oct 24, 2020
Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi!

This update brings various fixes and stability improvements. 1 new feature also makes its debut here.


IMG1: Showcasing the body slot support using placeholder mesh

Body Slot support
  • A Mecha consists of 5 component types. [2 Mandatory] Locomotion, Body and [3 Optional] Head, Right Arm and Left Arm
  • The optional slot support is determined by the installed body
  • The idea is to expand the technical constraint, so more unique design could be implemented, which in turn, contributes to a more interesting gameplay
  • This is one of the pending features that hinder component's placeholder finalization
  • Added 5 placeholder component for body slot testing
  • Added body slot support hint visual on proto panel
  • Added several support features for body slot. i.e: will now detect prior to body change if any installed optional parts need removal due to different body slot support, etc
  • Still WIP, UX needs more polish


IMG2: Close up view of body slot support variations displayed as a line hierarchy on the left border

IMG3: The possibilities of the model design could be more unique as dimension is no longer limited. Visualized here are silhouette placeholders used in features testing. The mesh will be made more refined in upcoming updates

Market
  • Refactored active market mecha manager with improved data paradigm
  • Fixed active mecha data management, this fixes several bugs and less prone to error
  • Fixed bug income from prototype not correctly transacted after the initial month on the market
  • Fixed player's active mechas not correctly registered on load game
Factory
  • Extracted FFactoryData into a dedicated file
  • Cleaned up factory initialization, structures, object and data mangement, etc
Competitor
  • Fixed incorrect new proto data by factory competitor
Platform
  • Platform now correctly using PostLoad path to initialize debris etc

  • IMG4: Temporarily changed closed platform debris visualization, preparing for the next finalization phase
  • Updated FMechPlatformData, fixed data access, etc
  • Fixed incorrect platform status query on runtime platform unlock
  • Fixed LoadSynchronous on NumberDecalAsset not working. resolved by using LoadObject instead
  • Fixed several conflict issues while running automated platform tests due to bad data
Mecha
  • Major update to core mecha data to be more lightweight/smarter depending on usage context
  • Added extra check to skip FMechCharacterData.PerformanceData Transient Stat recalculation
  • Fixed check case too strong in GetSavedAttachmentDataPointer triggering breakpoint in reset mecha case
  • Added static ctor with different EMechaInitType to FMechCharacterData
Component
  • Resolved issue with NaN component mass, cachedData, top speed, drag constant
Attachment
  • Fixed several minor issues with attachment removal
  • Added new clear attachment object only non-data in UMechComponent, can now auto run platform test without asserting
Material
  • Updated static ctor for slot material and component material
  • Changes material loading from async to synchronous. The material will now load faster
  • Fixed issue with race condition in ThumbnailStudio generator
  • Fixed valid condition on Component Material data to at least one instead of more than one

IMG5: Temporary removal of mech stat display. Outdated UI no longer suits game workflow, as performance data must first be tested in-game to be known.

UI

  • IMG6: Stat removal also affects several 3d stats. Stats finalization is currently being worked on. WIll be reenabled in the next update
  • Added several defensive internal checks, this fixes various complications between runtime and editor context
Others
  • Fixed monitor utility widget unable to initialize
  • Fixed several compilation warnings
  • Ongoing process in mesh collision data improvement and despawning mecha issues correction
  • Resolved packaging issues
  • Updated save version to v.57
  • Updated to UE 4.25.4
Next Update: 6th November 2020



Thank you

Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi!

This is another unstable build. Please see the previous update for known issues (mainly despawning mecha and incorrect collision detection). It is being actively worked on. Sorry for the inconvenience.

Updates:


IMG1: Minor icon visual update.


IMG2: The component is now highlighted on new attachment addition hover


IMG3: The attachment's position can now easily updated after installation


IMG4: An info hint will now be displayed while attempting to add an attachment to a mech component which has no free slot


IMG5: Overview of the collision improvement process (WIP). The root cause is found. Need to finalize correction workflow and applied it retroactively

Improvements made mainly in interactive attachment modification; mostly in code to raise stability and complete pending features. Efforts were made to make attachment configuration more intuitive. Still work in progress
Different from the previous update, the talk points below were taken directly from the commit log, edited, and reordered slightly to omit similar topics. just to give an alternate view on development progress

ATTACHMENTS
  • WIP body slot support
  • Fixed Attachment removal issues after randomizing parts
  • Mech component is now really being removed instead of hidden in a removal case. it was causing issue with lingering stale collision, the performance tax is relatively minor
  • Installed attachment can be freely moved after installation between different component
UI
  • Attachment selection is now highlighting selected slot widget if a live attachment is clicked
  • Added Type icon and dedicated addcomponent icon to protopartbutton
  • Added sound effect when attempting to add an attachment to component with no free slot
  • Added new dedicated widget for animation interactive config button w
  • Updated design, optimizing area and usability, the part name now has more room to work within ProtoPartButton
  • mid refactoring, visual, sound cue working on object and widget input level
  • New icon for crossmark and attachmentslotinner to support onhover and onclick visual
  • Attachment Slot button now correctly hoverable
  • Initial framework implementation for AttachmentHintW to detect and notify if no slot available
  • Fixed broadcasting wrong event. clicking an installed attachment button now correctly highlight the corresponding object
  • Fixed crash when clicking protopartbutton attachment for the second time
  • Fixed attachment commit hint not correctly updating if no free slot
  • Fixed reproducible attachment counter error
  • Fixed incorrect slot refresh after removing an attachment
  • Fixed proto part panel not updating correctly on reset
  • Fixed adding a new component through part selection not highlighting the newly added component
  • Fixed Platform Research not showing
INPUT
  • Object clicking working in manager class, added Deselection input key, seems like input got consumed in mecha config camera control
  • Working selection and deselection visual for component and attachment
  • Attachment Slot button on the attachment selection widget can now be clicked, and has a smart onhover and unhovered object highlight reaction
  • Implemented LMB and RMB threshold filter, to edge case panning and rotating mecha automatically selecting/deselecting active component
  • Deselection input action when previewing attachment will now clean up the preview attachment ecosystem
  • Filter out extra case, when previewing attachment now cannot execute input action key LMB (to prevent highlighting mech component when LMB click while previewing attachment)
  • Implemented intent conversion if any proto part button is clicked while a popup panel is opened. with filtering out case if a component is installed or not
  • Fixed can preview attachment if selecting body but initial onhover is on leg
  • Fixed component not highlighting on attachment preview
CODE
  • Initial finalization of MechConfigStateManager
  • Specific Button delegate in Protopartpanel children report on click successfully
  • Custom input action listener in manager class working
  • Improve manager logic, object visual selection is now also handled if clicking widget button
  • Added a more specific optional case when creating an attachmentselectionw to whether has an initial selection or not
  • Updated attachment mini config widget, now works correctly, executing the same flow with deselection from the manager
  • Cleanup and base behavior tested for attachment and component selection and removal
  • Added Getter for MechConfigStateManager in MechsFunctionLibrary
  • MechConfigStateManager now report to MPC on creation and begindestroy
  • Implemented skeleton delegate react from manager in ComponetnAttachmentPanel
  • AttachmentSlotW cleanup preparation for FAttachmentData update
  • Added dedicated AttachmentData file
  • Added support for AttachmetnSlotW and ComponentAttachmentPanelW to visualize slot correctly; whether it is in DesignerPreview or at runtime
  • Module reorganization cleanup for Attachment ui-s
  • Initial major framework addition to interactive preview attachment placement. it will now broadcast on hover mech component change
  • Attachment data path update is now more correct; still buggy in final saved attachment data assignment and later queries
  • Updated Attachment object now working with master data pointer instead of unsafe reference (prone to stale data)
  • Initial observation of bad tracing due to incorrect collision data for skeletal mech component
  • New attachment interactive config button now also support on click
  • Updated attachment data removal update path
  • Major refactoring to component and attachment objects
  • Resetting mecha now works correctly
  • Fixed inconsistencies with proto config context button activation by removing checks if the new value is different than previously cached data
  • Fixed Mecha still selectable in Phase Platform Config due to MechStateManager.InputComponent is stale and still in MPC.Input Stack. resolved by PopInputComponent in State.BeginDestroy
  • Fixed crashing randomization attachment, now working with the new paradigm
  • Fixed edge case crashing when clicking a research item without presentable mesh
  • Fixed mecha update data path, now going through 1 channel instead of multiple, easier to maintain
  • Fixed HasAttachment function, interactive move working OK, only minor issues with selection visual and sound effect, etc
OTHER
  • Skeletal mesh custom collision debugging,
Next Update: 23rd October 2020
Thank you



Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi!
This is a partial update (relatively unstable) and was made as a compromise to not delay a build update. Expect a more polished and complete implementation of interactive attachment configuration in the next update.


Added 13 new WIP attachments, pending data and material


This attachment is unique, as it can output a dynamic material


This one is animated. Open up more attachment variation and exciting design


Attachment can now be clicked and will be shown with an outline as visually selected. At the moment only activated if in attachment context (not component nor material context)


Known Issue 1: Tracing is still sometimes incorrect, need better collision mesh


Known Issue 2: sometimes the mecha is missing when configuring attachment. in case that happen, exit and reenter the platform for quick fix (press F to exit and F again to enter)


Old system: choppy movement and random rotation


New system: tracing is more fluid and precise, without the random rotation. Attachment transform manipulation planned in the upcoming update

  • Confirming an attachment preview is now done through a dedicated button (default E), which solves the issue with attachment preview was being forcefully committed during mecha rotation
  • Added several attachment related widget (Control Hint, Mini Info, Quick Config, etc)
  • Fixed Attachment Control hint still showing on hard exit assembly
  • Fixed crashes , attachment dangling issues, and various other error. Test coverage is not yet 100%
  • Fixed mouse click input consume bug
  • Activated unlock research system for category attachment, material, and platform element upgrade. Only unlocked material and attachment will be used during randomization
  • Initial Implementation of Research Data Monitor as an internal development tool to aid in game balancing process in the near future
  • Fixed factory competitor cant unlock research due to incorrect data binding
  • Updated Save version to v55

Behind the scene, works on new/updated body part components is also still ongoing

Next Update: 9th October 2020





Sep 11, 2020
Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi!

IMG1: Showcasing new material [Plastic, Red] and old material [Wood] from U78

NEW MATERIALS

IMG2: Material selections are doubled in this update; from 9 to 18
  • Added 8 new plastic material with different colors
  • Added scrap metal material
RESEARCH TREE

IMG3: Research tree area now pannable and zoomable
  • Added new research categories for materials.

  • IMG4: Fixed attachment category not showing the full tree
  • Both categories mentioned above are currently all unlocked at the start of the game; still WIP with unlock cost/ balancing. Will be updated in the next update cycle
DETAILED VIEW

IMG5: Updated research item viewer
  • When viewing a research item with a mesh; the viewer will now show the object with automatic rotation
  • When viewing a research item with no mesh (i.e: Worker upgrade, etc); a thumbnail will be displayed
  • The default material when viewing a mesh is now wireframe
  • Mech component only: now support material slot view mode
DETAILED INFO

IMG6: Comparison of new and old info widget. WIP
  • Added new context-sensitive information to research item components, i.e: component's drag and volume, etc
  • Body component only: now support optional slot for arm and head components. This technical constraint will affect the body model and provide additional gameplay variations
MINOR COSMETIC UPDATES
  • Updated several icons (Arm, ArmLeft, ArmRight, ViewToggle, etc)
  • Updated body slot info and component stat panel
  • Updated main widget header, optimized layout so title and menu navigation can coexist on the same level
  • Changed description that was too long; tooltips for material selection detail now auto wraps and has a fixed size
FIXES
  • Fixed unlock cost showing value with unnecessary precision
  • Fixed incorrect unlock bonus for instant resource
  • Fixed description auto-wrapping in various places
  • Fixed delegate implementations in platform unlock
  • Various fixes in other widgets (platform overview, factory summary, etc)
GENERAL
  • Updated save version to v. 54
  • Major refactoring, in essence, to support upcoming UI progress
MODEL IMPROVEMENTS

IMG7: Variant system from U91 . Still work in progress, pending new mesh and balanced data. The system itself is done
  • Implementation continuation of the variant system with dummy data. New models are being worked on and will be included in the next update
Next Update: 25th September 2020
Thank you!


Aug 27, 2020
Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi!
This is a progress update. All improvements mentioned below will be included in the next build update. (Not yet available in the current build)

RESEARCH

WIP : Variant System. here showing a sample of iterative visual progression


Left: Component Research Overview as it is now. Right: In Development view : every entry support up to 8 variants (for a total of 9)


Left: Variant Draft Note. Right: In development implementation preview. There are 3 development paths; each consists of 3 sublevels which vary between components. In the example above, Left tree focuses on price/weight reduction, the middle one focuses on comfort and right one focuses on speed

  • Initial integration progress to support VARIANT system for mech component, this greatly extends the component selection and will accelerate development progress
  • Added component description for world-building
  • Improved research unlock data structure, research processor, widget ecosystem
  • This is another attempt to push the research UI progress into the next level

COMPONENT MESH
  • Another major upgrade to internal mesh component creation. The upcoming new models will be less blocky and more detailed
  • Need to update old components and extend current component selection into the next placeholder quality

  • Progress complication: There are issues with component size and UV map (which causes the distorted brick and wood material (left and middle image)). The current implementation looks out of place (right image). Need to reassess component constraint described in U78

MECHA DESIGN NOTE
  • A believable and functional design like GHOST IN THE SHELL or designs by Junji Okubo and Akira Toriyama. A more mild version of HAWKEN, similar to FRONT MISSION but less warfare-y and tamer. The opposite of TRANSFORMER (too complex). Other inspirations are PACIFIC RIM and GUNDAM (albeit on a much smaller scale).
  • Disclaimer: Design update will still be in the placeholder state as all are made by a programmer (i.e: Programmer Art, due to budget constraint). So I welcome all constructive criticism, thank you
  • below are some quick drafting and personal critics to give insight about what the final component will look like


    Draft 1: Futuristic, design language might be OK for technology level 3


    Draft 2: Too organic looking


    Draft 3: Attempt at a more refined digitigrade leg (explained in U75) and a more unique silhouette, body component ended up looking like a rat, need a redesign


    Draft 4: Generic looking, looks functional and believable enough to be built by humans. Out of all the drafts, this is the one that matches closely to the final design style.

MECHA STAT PROGRESS
  • Initial integration of all 11 stats internal calculation, dynamic extrema recording, and query logic
  • This is necessary to finish the mecha test system detailed in the U90

FACTORY DATA / COMPETITOR
  • Major refactoring to factory data: statistic, resource, platform data, etc
  • Added automated test case
  • This is necessary to reduce bugs and entry point for a better competitor AI logic behavior in the near future

Next Update: 11th September 2020
Thank you



Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi

Preview of the new test playlist. Disclaimer: test results are still arbitrary

Tests system update
- Implemented autoplay for all test
- Added test progress, animated result UI, interactive test map visual
- Added several new test placeholder
- New test scoring system. Output between F (worst) to X+++ (best)-> 40 steps. A special score [!] is used to indicate that the stat is currently work in progress (Early Access Only)

Others
- Improved human hand position in walking animation
- Added new audio setting
- Updated save version

Past Quarterly Review
Following the 3 months iteration step, the game is now entering 0.7.0. I've analyzed past progress and come to the conclusion that development time for test simulation is still exceeding allotted time budgets (treadmill, durability platform). With the test autoplay introduced in this update, a series of workflow improvements are also being integrated, reducing progress roadblocks. The main development target for the next 3 months is a focused vertical slice sample in final quality resulting in a complete core game loop in 1 domain.
Also, on the topic of weapon addition: it is still too early to integrate as the core base game is still WIP. I will revisit this topic in the next quarterly review (~3 months from now)
There are less than 9 months left until the launch deadline!


There are more tests, easier to understand and requires less click to start

Next update: 28th August 2020
Thank you




Another view of the test playlist in video format (with sound)


Implemented audio setting


A rough high-level overview of the game's statistic map. right-click -> open in new tab for a bigger view

Mechsprofit: Mech Tycoon Simulator - Der Garuda
[Edit 1-> 7th August 2020]
A quick edit


Progress made in the past week: Added dedicated meshes for durability test, extended platform control, etc. WIP

Next update: 14th August 2020
-------------------------------------------------------------------------
Hi!
DURABILITY TEST PLATFORM (WIP)


GIF1: Durability Platform, New Test Model (Work in progress). Internal development preview. Test mecha now stays put


GIF2: Old Model. This one is being deprecated. There were only 2 results: Pass or fail. In the new model, The results are in ranges [1..10] (Better). Gif is from U82


GIF3: Gif is from U81. The development workflow is non-destructive. Past integration can be easily readded in the future depending on needs
  • New durability test model. The problem with the previous model is that the mecha need to move forward toward the test wall and eventually crash into it. Each mecha has different mass and speed -> different forces -> Test result corrupted with engine performance & other irrelevant factors.
  • 1 mecha can reach the wall in 1 second while others might need 100 seconds. It can get old quite fast. the new model has a static test time.
  • In the new model. Durability result is independent of mecha engine capability
  • Changed test name from [Wall Crash] to [Durability]. It is assumed more helpful for a player in deciding which test to take
  • Work in progress, not yet in-game build

ROAD TO 180 COMPONENTS (WIP)

IMG1: Testing the component addition workflow. 3 new body components; notice the placeholder visual quality. The dimensions are correct; as every weight class and component type has different min and max dimensions.


IMG2: The image on the left, vertex colors must be assigned manually in the 3d program. From this data, later on, information about dimension, material distribution, etc will be programmatically extracted, saving some development time. The image on the right: name can't be automated, thumbnail creation is semi-automated. Weight class, technology level, and manufacturer group are generated automatically from key name identification.
  • Added 3 new body components (Placeholder)
  • Simplified, for every new component addition, there are 3 different work area that needs to be completed
    • Visual (Mesh/Geometry, Custom Mesh Texture, Thumbnails, VertexColor, Animation, etc)
    • Data (Name, Manufacturer Group, WeightClass, TechnologyLevel, Stats, Attachment Slots, Component Sockets, etc)
    • MetaData (Base Volume, Material Volume, Material Distribution, etc)
    • Those specific work items are further distributed into automated, semi-automated, in progress to be automated and cannot be automated.
  • In the store page's early access detailed description. I am promising 180 components. We are now at 81 -> 45%. Most are still in placeholder quality with around 9 months until launch deadline
  • Need to progress faster! -> In the coming weeks, I am planning to ramp up component addition, with a side note that [Visual] will be bare bones. (hence the placeholder statement)
  • It will be improved upon later after 180/180 has been added to the game. This workflow is meant to further eliminate slow points in the development

OTHERS
  • Updated Unreal Engine to 4.25.3

Next Update: 7th August 2020
Thank you




Mechsprofit: Mech Tycoon Simulator - Der Garuda
Hi!

2 new material : Brick and Styrofoam

Updates:

Most of the development tasks done in this update are prerequisites for mecha crash test result; intended to be completed in the near future.

Another big progress is in the material system. Previously, the value used (price and density) is taken from real-world value. During development, it was complicated to balance. In some cases, range from 1 material to others can be as big as 3600x. The solution was to somewhat cap this difference using custom values. The 3600x mass difference now becomes only 9x. This value is not real-world correct, but relatively correct; i.e: Gold will always be heavier than styrofoam. Values are not final and are being constantly tweaked on.

The same 'treatment" also being applied to other values (component properties: base volume, material volume, price, and mass). 2 separate custom tools aided in this process. The end-goal is a balance game data, that will be used in generating platform test result (crash test, treadmill, etc)


Tool 1: Sorted visual inspection


Tool 2: Automatic constraint summary for all material, component and mecha compositions

1 happy point is that the mecha component material workflow is almost in its final form. Every new material addition is very easy to deploy; demonstrated by 2 new material introduced in this new update.


Showcasing currently all available material
NEW
  • Added new material property -> durability. It determines the material's resistance to wear and tear
  • Added new material STYROFOAM
  • Added new material BRICK
  • [DEV] Added new internal tool for stat monitor logic to aid in-game stat balancing, min-max ranges constraint for components and mech compositions (WIP)
FIXES
  • Fixed long critical bugs. If any of you experienced crashing while modifying a mecha material/composition; there's a good chance *this* was the cause
  • Fixed a component material slot preview; will now only shows supported material slot
  • Fixes several structs default value constructor
IMPROVEMENTS
  • Improved material properties data ranges #1.
  • Improved initial mouse location upon game start
  • Improved internal notification system, to be used with mecha test result in upcoming updates
  • Added data validator to several levels
  • Major refactoring to ThumbnailGenerator. It now has correct framing and smart garbage collection

  • [DEV] Improved internal mecha configurator
  • Minor improvements to competitor mecha view, market manager
  • Several improvements in material panel, it now supports the new material property "durability". Also added tooltips to material slot horizontal charts. Material selection can also be sorted by durability
WORK IN PROGRESS
  • Mecha crash test result
OTHERS
  • Updated save version to v.52
Next Update: 28th July 2020
(in 4-5 days)


...

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