I've made an update to fix an issue where the atmoport was locked out on the first campaign level. The fix also addresses the same issue but with health/safety and educational buildings on level 5. This was a result of recent changes to the UI and for the atmoport a result of splitting the transportation category in the buildings menu into two categories (roads and public transport).
Hopefully these past few fixes mean that the UI is now fully operational as is, before I move on to make further adjustments and improvements.
/ Nick
Two minor patches today
Hello,
I've posted two patches today. The first one addressed a bug where the text progression in tutorials would stop. I also added a player request to be able to skip timed sections and jump back and forth in the tutorial. This was a fairly large change so it needs to refinements - those will be added in later.
The second update fixes messages from conglomerates not appearing in the message window as well as goods tickets not being added in the trade window. This was due to the update to the new UI and the message elements not being anchored properly in the new window.
These update also means that the missing icons in the econopedia, that I mentioned after setting 0.48 live, have no also been fixed!
/ Nick
0.48 is live!
Hello!
I've updated the game to add in more UI changes. Moving forward, work will continue to be focused around UI, but I've got a few other things planned for the next update as well - some new resources among other things!
- Advisor window updated to use the extra space. - Added a space between zones sizes in R, C, I and H menus. - File backup systen added. When overwriting a file, saves the old version as a copy. Currently on the windows version only. - Fixed being able to open resource picker in trade window without customs house. - Adapted remaining windows to new size and concept. Additional sprucing up will be done in the upcoming few versions. - Fixed education view modes missing. - Fixed status view mode colors being incorrect. - Fixed missing water status not working. - Fixed and cleaned up currency and bonds window and fixed some minor issues. - Started redoing the input/output entry in the econopedia. The final touches will be uploaded shortly. - Started reworking the main menu.
/ Nick
0.47 is live!
Hello,
Version 0.47 is now live! I accidentally lost the changelog for this one, but most of the new stuff was detailed in yesterday's devlog. Primarily this version revamps part of the UI.
Some new stuff not detailed yesterday: - Fix for exiting flag getting stuck when going to the menu, then back in game. - Added new single block map with bigger sphere size (20). - Pan speed and movement speed options now separated (they used to stack (ie: panspeed * movement speed for certain camera movements)).
There are also a bunch of smaller tweaks and fixes. I will be adding in additional UI changes over the upcoming week to have the new UI complete (hopefully) by the end of the month.
/ Nick
New year, new UI!
Hello!
It's now time for the first devlog of the new year! I've taken some time off from devlogging over the holidays (and some time off from dev too!), but from now things are back to normal.
Version 0.46 will go live tomorrow! This version primarily focuses on a much needed UI-overhaul, but there's also some new stuff to build - like this one track vactrain station:
Obviously, UI work is rather time consuming so there are still a lot of things left to do. So for starters, I've cleaned up and revamped the in game UI as seen above. Status indicators have been moved down, as have the buttons to access stuff like city statistics etc. This opens up the entire upper part of the screen.
Building options can now be favorited and stored under one menu (with the heart icon). This still needs a bit more refinement, but should be fairly functional.
A lot of the windows in game still need to be reworked, but have been ported over to the new UI for the time being. One window that has seen some changes is the city statistics window. Now that there is more screen space, I've been able to expand the size of the window to allow things to fit in better. This is something I intend to do for all cramped windows (trade and policy windows will be fixed up first).
A new industrial type decoration has been added - a miniature fan.
Overall, mixing decorations and zone sizes can make for some pretty nice looking industrial areas!
Working on the UI, I've noticed and fixed a handful of bugs. The new UI also adapts better to different resolutions.
Happy new year (and new UI!)
Hello,
It's been an exciting year, starting with version 0.18 and the addition of local area effects and citizen representatives. Since then, roughly 200 new buildings and objects to build have been added. A tonne of tweaks and fixes have been added and bugs have been squished. A lot of work still remains, but progress has been steady. First thing to roll out in the new year (Jan 11th) is the new UI. This is a complete overhaul from main menu to in game UI and means better compatibility with different aspect ratios. It also means screen space is used in a more effective way and makes visibility better. Here's a WIP image (a lot of icons are being remade/overhauled too, so some are not finished)
With that, I'd like to end this year's work on the game by wishing all players of the game (eh.. what the heck, everyone else too!!! ːsteamhappyː) a happy new year!
ːsteamhappyː ːsteamhappyː ːsteamhappyː
/ Nick
0.46 is live!
Hello, I've updated the game. This is a small update mainly adding the groundwork for the upcoming UI-overhaul, but it does also adress some minor UI related issues, primarily in the cost display when placing buildings. Most things should however be unnoticable, that is if they are working properly!
The update also fixes some missed shadow caster/LOD issues in specific buildings.
/ Nick
0.45 is live!
Hello,
A new version of the game is now live!
0.45 - Roundabouts (mini, small and large) added. - New decorations added. - Added control for resetting out of bounds camera when autosaving, saving and loading a city. - Further work on ground textures done. Most of it is now complete. - Decoration with warning stripes added. - Hotels density 3 4x4 added. - Adjusted entertainment and culture calculations. - Theme specific reflection probes added. No more blue sky reflections despite red sky. - Monorail stations and vactrain station that have no connections to other stations no longer produce public transport and density area effects. - Moved monorail-train deregistration to occur directly when monorail tracks have been registered as changed to avoid ghost trains staying around. - Blizzard and heatwave disasters don't randomly occur in retro mode Ruined earth and snow earth. - Fixed LOD and shadow casters for dirty 3x3 industry. Also fixed import settings on some of the meshes so they are smoothed properly. - Fixed shadow casters being glitched on a handful of 2x2 residential buildings. - Fixed upgrade icon getting stuck in building info. - Fixed cost multiplier not reseting after placing roads. - Fixed missing destruction hologram on 2x2 density three commercial buildings. - Fixed missing hologram for decoration bridges.
Texture work is now pretty much completed for the ground textures. Pretty much all seams between stuff like concrete, grass and pathways are fixed.
Roundabouts have been added. Sizes 3x3, 5x5 and 7x7 are currently available. Additional variants will be added later on. Culture and entertainment area effect calculations have been tweaked to make them a bit easier to max out. This will help hotel growth as well as higher density residential growth.
Monorail and vactrain stations no longer produce area effects if they are not connected to other stations. Makes sense as why would you go to a station if you can't travel anywhere?
Some new decorations have been added. A type of stair/warf type decoration that has been hinted before. I wanted to add some sort of automation so that pieces figure themselves out when being placed, but there were some combinations that ended up being impossible to automate as they could go several different ways, so I ended up opting for manual placement.
There's been a lot of work put into underlying UI code in preparation for an overhaul. First thing that will change is allowing specific buildings to be favorited as well as being able to cycle through construction options using mouse wheel. That'll be in the next version!
New hotels and roundabouts!
Hello, Skipped last week's update due to a heavy work load. But dev has been ongoing!
New hotels (third density of 4x4 size) are finally finished:
Once the last density of 4x4 is ready, tourism will be getting some further tweaks to make it more financially rewarding and more well balanced. Currently getting the necessary inputs is rather pricy, so that needs to be tweaked a bit.
Work on ground textures is almost completely finished. Only some minor tweaks here and there remain, other than that, most things are seamless and nice looking now. :)
I've also added a few additional road variants - roundabouts!
These are currently available in two variants, but once the UI has been reworked a bit, I will most likely add more and allow players to cycle through different sizes between 3x3-7x7.
Brief update
Hello,
Work on adjusting textures to the new ground shader is ongoing. I'm almost at the point where the existing textures are finished. There have been a couple of textures that have previously lacked gloss and normal maps, but as these become redundant with the new shader they will now be finished. It's taken a bit of time to adjust everything to the new shader, but overall it should be worth it as it lays the groundwork for a quicker work flow when it comes to making additional buildings as well as aids in optimizing graphics.
I've now gotten back to work on the todo list. For the next update (going live next monday) I intend on having more UI polish done as well as the remaining two densities of 4x4 hotels. I've also made adjustments to education and health area effects since these were working a bit oddly.