After 5 months of work I have finally released a major update to the demo! Things are starting to come together into a real game, though this build is still pre-alpha :)
See below for all the updates!
Metropolis 1998 - Release Notes
Major Changes
Load on Demand implemented for more efficient GPU processing
Commercial, Service, and Municple demand implemented (stage one, basic)
Residential demand implemented. NOTE: Right now it's random, but the value effects the rate people will move in. Random is temporary.
Unit animations, sitting/sleeping, and color variants
Vehicle color variants
Basic terrain modification (no height or water yet)
Much more efficient saving/loading times and reduced save file size
More unit activities (like going out to lunch while at work)
Families added (basic implementation). Will move in together.
You can place auto grow zones and buildings have construction animations. NOTE: Right now you can only place for low density, and there's only one allowed depth. This will be expanded in future builds.
Map / terrain is now procedurally generated
Potato graphics mode. All windows become opaque, and only the visible top floors all outdoor items are drawn by the GPU
Minor Changes
Units can now path across a road when entering/exiting a driveway
Units are assigned clothing + color based on their job (most businesses do not have this feature yet)
Roof texture will output on all floors now (instead of flat roof below top floor)
GUI Updated. Also added current weather icon
Wind is no longer constant
Buildings can no longer be edited when connected to road. NOTE: This will soon become a button the player can press to add the building to the market.
New assets
Unit wont claim a parking spot until it enters the buildings property
Blueprints can now be mirrored (press T)
Units can now properly path in 3D space (where as before they could only use one staircase)
Outdoor objects are no longer deleted when an outdoor floor is placed (excluding driveways)
Press B to open delete menu
Trees are now deleted when zone tile is placed
Added boundary fence / federal property.
Highway no longer runs through city owned land.
Added grandparents and children unit assets
Vehicles have wheel animations when moving
Engine Changes
Dynamic allocation for classes due to hitting stack memory limit
Faster containers used for most data
Major refactor, removed lots of unnecessary containers to reduce overhead/complexity
Removed smaller tile atlases. For now the engine will just use GPU zooming
General engine performance enhancements
Reduced RAM usage
Bug Fixes
Forced computer to use GPU when available. Before it was defaulting to CPU integrated graphics for laptops, causing problems.
Fixed game freezing on rare occasion. This happened because I allowed units to path through walls. This sometimes caused an infinite loop while pathing.
Fixed some roof sprites missing when camera was set to West
Jobs, schedules, and units are properly adjusted when a building is deleted or modified
Parking spots are properly freed
Fixed some units not drawing to the screen when they were on higher floors
Fixed units not using non driveway outdoor floors (as a path preference)
Fixed trees not centering properly when camera is rotated
Fixed windows not outputting when they were not touching adjacent building
Entrances (outdoor doors) are now properly lit
Prevented units purchasing homes that were not connected to road network
Fixed extremely slow room output/delete code
Fixed objects being able to be placed through a roof
Fixed rare pathfinding bug that allowed units to walk through wall when viable path was available
Fixed window lighting when window is placed when camera is rotated (i.e. not North)
Fixed object unable to be placed on road median when zone exists on that tile
Fixed zone boarders not adjusting position when camera is rotated
Fixed blueprints not saving properly when zone was weirdly shaped
Fixed nudge object bug that prevented object from being moved into a valid position
Fixed bug where a unit would be assigned two cars and drive both at the same time
Added grass to blueprint preview
Added top down walls to blueprint preview
Added outdoor signs to blueprint preview
Fixed lighting not being assigned to windowless/lampless rooms (units would appear brightly lit when walking around)
- Spotlight Tower levels 6 - 9 now give 10 maximum mana (previously 5). - Cannon Tower levels 1 and 8 now gives 20% Critical Damage (previously 10).
Bug Fixes:
-Fixed gaining XP for the wave you were defeated on, which was being calculated but not displayed in the results screen -Fixed incorrect description for Upgraded Runespots in the Mastery Mode's Mage Tower -Candelabra level 8 now correctly gives 1 Range -Fixed the description of the Cleanse rune on the Static Tower purchase button -Collection now opens to the correct title of "Perks" -Fixed Enchanting relic description in the collection incorrectly pulling Efficient Windmills -Fixed a typo in Cleanse trait rank 4 description -Fixed the ability to have negative maximum mana for a tower -Fixed the description of all tower upgrades in the codex (English Only - other languages will be next patch) -Fixed Arcane Wand's additional information incorrectly showing Block instead of Accurate -Fixed Ordnance relic not working for tier 2 through 4 tower rewards -Fixed acquiring "Arsenal" repeatable perk in the carnival not giving a reward
- Added spell class system numbered 1-7, daily uses are now shared by all spells of the same class (a bit like D&D spell slots). - Added parry to the greatsword, equippable with 4 activateable by right click - Fix on 3d models when changing the camera
It's RantCPU, back with some big news! Our first-ever community drop went down early Sunday morning after we collectively reached a mind-blowing 50 million clicks!
The Big Drop
29 lucky clickers scored the coveted No One Is Safe card of C.E. Overlord!
Who is C.E. Overlord? Let’s just say he’s a big deal in the world of AI and tech. How fitting that the first card is another kick-ass robot boss, other than myself.
You humans clicked so fast that you blew a fuse in my click counter! But no worries, I fixed it up quickly, and we’re all set for the next big goal.
Next Community Goal: 100 MILLION
Next up, 100 million clicks collectively. Let’s see if you can break my counter again!
More Rewards: Even more exclusive cards and rewards are waiting for you in the next drop. Don’t get caught sleeping!
About a month ago I quietly launched Word Turtle Island into early access. To get there was a 2.5 year path of developing and testing privately and at a few public events. Only a month since starting early access started and a fresh update is ready!
New fixes and updates
New instructions zine PDF download! It's called The Book of Helpfulness, named like the books of power in the game.
Battle promise menu is larger, easier to read and choose what level of challenge you'd like.
Bookcases in library refined how and when they will drop a book spend zone, are less greedy about wanting more books too soon.
Nature dungeon battles camera zoom refinement, more zoomed in whether in portrait or landscape based on your type of device.