Mechsprofit cover
Mechsprofit screenshot
Genre: Simulator, Strategy, Indie

Mechsprofit

Update #046 : Build 0.5.46

Hello!

Updates:



Assembly Prototype UI

  • Implemented editor preview test module for faster iteration
  • Implemented several audio feedbacks upon interaction (context hover, component (de) selection, etc)
  • Improved animation, behavior, layout
  • Updated attachment status icon


Attachments (WIP)
Implementation of installed attachment(s) randomization is targeted to be done next week. Some of the preparation work done in this week:

  • Improved physics asset creation workflow. This will result in tighter collision information. ->Better mouse click recognition, more accurate physics simulation (in the future), easier to calculate

  • Fixed incorrect root skeleton orientation
  • Implemented editor test module for component-attachment debugging (Development only; not available in-game)



Others

  • Updated Game Engine to Unreal Engine 4.22
  • Updated save version to v.29
  • Various other refactorings and minor improvements/ bug fixes


Next Update: 12th April 2019


Thank you

Update #045 : Build 0.5.45

Hello!

Updates:


Implemented Rich Text Image support.
  • Text stylization is now easier (color, size, type, etc) and supports inline icon in text body a.k.a emoticon. Practical implementation example such as :

    • Control hint in assembly screen

    • Text content


Research screen component viewer


  • Fixed erratic rotation using quaternion
  • Fixed incorrect rotation pivot in some of the meshes
  • Initial rotation will now reset upon inspecting a new research item
  • Added platform element thumbnails

Others

  • General UI improvements (minor visual adjustments, code preparation for UI improvements, several editor preview implementations)
  • Codebase improvements (refactorings, nativization, outdated files deprecations, monolithic header dismantling, etc)
  • Implemented a better internal icon database, can now support more custom icons
  • Created several dozen custom icons


Next Update: 5th April 2019


Thank you

Update #044 : Build 0.5.44

Hello!

Updates:




  • Improved runtime thumbnail generation -> every competitor mecha now has a preview thumbnail
  • Implemented 2nd type of control (first iteration; WIP; atm only contained inside main hall): semi top-down in UI mode as opposed to 3rd person in avatar mode.

  • Interactive weekly sales overview; now it is easier to analyze a mecha performance in the market

  • Internally, started with automation development (WIP) ->faster bug detection and better performance logging which will lead to a faster development
  • Various other improvements and bug fixes which lead to general stability
  • Iterated save version to v28

Next Update: 29th March 2019


Thank you

Update #043 : Build 0.5.43

Hello!

Updates:


Competitor (WIP)

  • Working [Initial Unlocked Platform] and [Material] token-> A competitor can now starts the game with 1-6 active mecha(s)
  • A WorkInProgress widget containing competitor trait will now be displayed upon hovering a competitor factory name
  • Extended internal competitor trait data structure to also support EnginePriority, LocomotionPriority, WeightClassPriority, CountryPriority, and material info
  • Enlarged competitor mecha thumbnail preview


Market Sales Summary Graph

  • Implemented a better graph color data
  • Fixed invalid white icon sometimes appearing over graph lines

Performance improvements

  • Updated several critical data logic with const correctness to reduce crashes due to invalid pointer
  • Implemented cached data in several applicable classes
  • Implemented better condition check to detect whether a widget needs updating or not
  • Implemented several debug game data generator for faster internal test
  • Implemented a more efficient way of updating mecha material
  • Moved initial setup functions to a better location in several widget files; saving redundant calls
  • Numerous refactorings and c++ nativization

Others

  • Fixed incorrect NaN error reporting on the first 7 in-game days
  • Updated several outdated mecha mesh material data
  • Several other minor UI improvements
  • Iterated SaveVersion to v0.27

Next Update: 22nd March 2019


Thank you

Update #042 : Build 0.5.42


Hello!

Quick notes

about the goal of Factory Competitor AI improvement:
In the current version; the most defining attribute of a competitor is its name : e.g: "Mega Industry", "Atlas Zen", "New Threat", etc. It is generated with the format [FactoryNamePrefix + FactoryNameSuffix] combination. The resulted competitor has no distinct behavior; only unique in names which is bad as it has no character and therefore has no transferrable skill between gameplay, which further diminish the game's replayability value.

In the new system; the name generation still works the same. BUT each name now has it"s own trait. e.g: "Massachusetts" has an initial research resource 5x as the default value, "Walker" has the tendencies to produce mecha with leg-type locomotion, etc.

There are several types of competitor traits; not all of them having the same impact.

  • Starting Resource Modifier (Money, Engineering, Research, Bussiness)
  • Spending Resource Threshold (Used in behaviour tree; will define how "aggressive" a competitor "grows")
  • Max active mecha prototype
  • Mecha yearly update frequency
  • Price profit percentage
  • Research priority
  • Sale category priority
  • Material / Color
  • etc


Additional notes:



  • Work In Progress, there's still no difference in behavior with this update. Code preparation is implemented; actual value assigning is next week's topic.
  • A competitor name element can have more than 1 traits
  • Consciously asymmetric (not balanced). 1 name element can have only beneficial traits (better starting resources etc) while others have only cosmetic traits (e.g: material gold, etc)
  • Name-traits correlation is predefined (not randomized). Name element combination is randomized.
  • This system can work with difficulty system (not yet implemented).
  • Theoretically, this system support player defining their own competitor name and benefit. However, It is not in the current early access scope.
  • In the current version, there are each 10 entries in FactoryNamePrefix_DataTable and FactoryNameSuffix_DataTable. This will produce a total pool of 100 different unique competitors (behavior)
  • As with other modules, values are not final, subject to changes and will be adjusted as development goes on


Updates:



  • Preliminary works to prepare new Factory Competitor AI system (Frameworks, Data Structures, Data Table, Trait Parsing, etc)
  • Improved default data creation (resolved around ~60 warnings)
  • Nativitized several blueprint classes to c++
  • Several Fixes

    • Fixed random crash when a competitor introduces new mecha while opening market UI
    • Fixed random crash when updating active market mecha list
    • Fixed (temporarily) some demand defaulting to 0/NaN when an active market event has concluded by temporarily disabling modified value reverting to its original state; which render event duration obsolete. A better solution is in development for next update

  • Iterated save version to v.26

Next Update: 15th March 2019


Thank you

Update #041 : Build 0.5.41

Hello!

Updates:



  • Updated 3 Mecha silhouettes; to serve as a better placeholder (11 components) - WIP
  • Fixed incorrect toggleable button behavior
  • Improved world event description parsing
  • Various minor Market UI improvement and fixes
  • Improved internal test system for world event generation
  • Added event check function to limit repetitive world event introduction
  • Updated save version to v.25

World event generation framework is finally implemented. Further balance tweaks and visual improvement will be done later as the build progressed through the next major version (0.6.x etc)
Along with mecha mesh improvements, the next development focus is finishing the remaining market ecosystem: Competitor AI and Mecha stats.

Next Update: 8th March 2019


Thank you

Update #040 : Build 0.5.40

Hello!

Updates:


Improvements mainly to source code; general idea is to improve stability and manage complexity before moving on to a new topic. Last "maintenance" update was in Update #013

  • World Event Generation

    • Extended random functionality to subcontext (previously only available in value context)

    • Added new flag to differentiate between event effect processing in running game/ development mode. important to decide whether to evaluate RAND token (in running game) or to preserve it (development mode) ->Fixed world event sometimes having 0 modifier value
    • Clean up label text for [Weight Rating Panel]

  • Further monolithic files refactorings

    • Streamlined [MarketWorldEvent] and [MarketDemandManager]
    • Creation of 2 new classes : [SpecializationDemandSummaryGraphW] and [MarketActiveMechaListW]; to maintain encapsulation principle

  • Icon

    • Improvement to internal icon algorithm
    • Fixed special case for [Sale Category Icon], now correctly showing as rectangular (2:1); not square (1:1)


  • Logs

    • Improved log condition, to not falsely report [MechMarketEnter] and [MechMarketExit] as having 0 effect
    • Added new optional flag to various functions; resulted in a more efficient logging
    • Fixed [Mecha Initialization] to not giving out incorrect error


  • Others

    • Internal [MechsTime] initialization sequence improvement

    • [MechSummaryW] is now updating correctly upon entering a platform
    • Fixed crash on [ProtoConfigContextButton] due to invalid enum
    • Various other minor fixes and improvements


Next Update: 1st March 2019


Thank you

Update #039 : Build 0.5.39

Hello!

Updates:



  • Fixed [Sale Categories Demands] sometimes going into negative/0 after a year
  • Fixed prototype list not updating correctly in [Market Overview] and [Factory Overview]
  • Numerous [Market Logic] improvements and refactorings
  • Separated singular monolithic header to several smaller header files to improve compile times
  • Added several competitor AI test functions in preparation to improve [Competitor AI Logic] in upcoming updates
  • Iterated save version to v0.24

Next Update: 22nd February 2019


Thank you

Update #038 : Build 0.5.38

Hello!

Updates:


Market

  • User Interface

    • Updated several icons

    • + Interactivity: A [Rating weight element] will now display the precise percentage upon mouse hover, the bar will also be highlighted for easier consumption
    • Changed the indicator from text to icon. The name will be displayed on hover to reduce UI clutter
    • [Weight rating panel] also received the same visual treatment; changed text to icon and extra on hover behavior.

    • A [world event element] will now contextually display its effect in a more digestible format (automatic comparison with colored delta info)

  • Market Event Database (WIP)

    • Introduced random value token
    • Numerous fixes, refactorings, improvements to market logic
    • Updated save version to v.23



Next Update: 15th February 2019


Thank you

Update #037 : Build 0.5.37

Hello!

Updates:


Market (Work In Progress)

  • Enabled event logic affecting : [LocomotionType], [Engine Type] and [Formula]

  • Implemented delegates on MarketRatingOverview
    -> demand changes now visualized on time

  • Changed demand modifier from relative to absolute.
    -> a demand with the lowest value can now be affected to has the highest value. Theoretically, this should contribute to a more challenging gameplay

  • Changed demand delta distribution from uniform to dynamic.
    ->When a demand in a category goes up, other demands in the same category goes down (and vice versa). it will now preserve the relative demands of those "unaffected"

  • Various fixes and refactorings (incorrect initial value, wrong references, etc)

With this update; an in-game event can now affect 1 of 77 (!) demands available. But the event database is not yet completed; expect completed event list in the next update.
For the full list of available demands, refer to the 2 screenshots in Update #35

Next Update: 8th February 2019


Thank you