Mechsprofit cover
Mechsprofit screenshot
Genre: Simulator, Strategy, Indie

Mechsprofit

Update #036 : Build 0.5.36

Hello!

Updates:



Market (Work In Progress):

  • Enabled event affecting [Weight Class] and [Brand] demands; as previously mentioned in Update #034
  • Updated event database to be more easily configurable. This will result in less repetitive events with the introduction of new {event} token.
  • Introduced 18 new {event} tokens. Ranging from natural disaster (Sinkholes, Heat waves, etc) to man-made event (Peace, chemical explosion, gas leak, etc); which will affect different market demands
  • Event element UI is now more interactive and informative; displaying detailed info upon hovering. Last improvement to this element was in Update #006
  • Numerous internal refactorings


Next Update: 1st February 2019


Thank you

Update #035 : Build 0.5.35

Hello!

Updates



  • Market (Work In Progress)

    • Formula weight visualization. No longer a mystery, which factor contributes to a successful mech (and by how much)
    • Updated mech total rating formula calculation. Now also taking account of manufacturer, engine type, locomotion type, and weight class

    • Introduced visual information about which type is currently popular in its respective context (Country, Engine Type, Locomotion Type, Weight Class Type)

  • Updated Save Version to 0.22

Next Update 25th January 2019


Thank you

Update #034 : Build 0.5.34

Updates:



  • Market (Work In Progress)

    • Market Demand

      • Market demand is no longer random; now affected directly by world event

    • World Event

      • Implemented effect parsing for faster data generation -> A new world event could be easily added into the game.
      • An event could affect the following demand [Effect Context]

        • Sale Category (e.g: Demand for Transport up 40%)
          • This is the only active effect in this update, the other will be unlocked in next update.

        • Part Type (e.g: Lower demand for bipedal-type mecha)
        • Brand (e.g: More demand for European parts)
        • Class Weight (e.g: Lower demand for heavy mecha)
        • Formula (e.g: a mecha's rating in racing category previously determined by 40% mecha's total power; now the rating's weight is changed to 55%)
        • Main bulk of logic are already implemented, further world event effect contexts could be added relatively quickly; e.g: Mecha's material, color, pricing, etc

      • From data standpoint of view; each event holds the following information

        • Effects contexts (random)
        • Effects values (at the moment static; will be made random in next update)
        • Effects duration (random between 6-24 months)

      • Improved world event generation logic. Will support up to 3 concurrent active world events. Each week there's a 10% chance of new event introduction. Values are not final


  • Several fixes (Demand graph value normalizing issue, inconsistent time speed control behavior, etc)
  • Updated Save Version to 0.21


Next Update 18th January 2019


Thank you

Update #033 : Build 0.5.33.3

Updates:



  • Improved setting widget readability and behavior
  • Implemented Unit of Measurement Toggle between Imperial (pounds, ton, foot) and Metric (kg, tonne, meter). This can be accessed in [new game configuration] or in the newly introduced [gameplay] setting


I apologize for today's delayed update and that the last 3 updates have been relatively low in content/progression. I've made some internal workflow changes to remedy that. Current main short-term goal focus is to finish market module/ interaction in January. Stay tuned!

Next Update: 11th January 2019



Thank you and happy new year!

Update #032 : Build 0.5.33.2

Hello!

Updates:


Game Time

  • Improved internal game timer to be more stable and performant
  • Implemented 4 game speed: paused, normal (1x), faster (3x) and fastest (5x)
  • Improved visual and audio feedback when manipulating time
  • Normalized hotkey for manipulating time : paused [spacebar] , normal [1] , faster [2], fastest [3]
  • Several minor adjustments to clock visual
  • Time speed multiplier is not final, will be monitored and improved upon


Other

  • Deprecated the ability to jump for controlled character; as it was not contributing to gameplay and the key is "needed" for pausing time [spacebar]
  • Fixed a lone mecha spawning in the middle of the factory for a short duration upon game start
  • Improved load order, fixed rare occurrence where previous session's mecha still visible in the market
  • Improved market data caching
  • Various internal works in preparation to update market logic interactions in upcoming updates

Next Update: 4th January 2019


Happy holiday!
Thank you

Update #031 : Build 0.5.33.1

Updates:



Game

  • Improved depth of field logic when configuring a mecha
  • Various minor fixes (Main Menu UI layout, built lighting data, etc)


Housekeeping

  • Updated several outdated store screenshots and descriptions
  • Synchronized current development progress into trello roadmap



Next Update: 28th December 2018



Thank you

Update #030 : Build 0.5.33

Updates:



Market Demand (Work In Progress)

  • Specialization/Sale Category Demand is now dynamic. Continuation from update #27
  • Introduced new graph to visualize demands in 11-months range.
  • Still WIP, value changes will be improved in the next update along with world market event coupling


General

  • Iterated Save Version to v20
  • Fixed background music not playing after returning to main menu
  • Fixed crash when loading a game after returning to main menu
  • Numerous refactorings and other minor fixes


Next Update: 21st December 2018



Thank you

Update #029 : Build 0.5.32

Updates



Visual

  • Updated 3 Mechas (12 components).
  • Changed window material used in mecha component to not be translucent for better performance
  • Fixed bad body position on locomotion "ZWEIRAEDER"
  • Created internal MechaConfigurator tool for faster 3d iteration
  • Various improvements in 3d asset creation workflow


General

  • Updated GameEngine to UE 4.21.1
  • Fixed several broken asset references
  • Fixed inconsistent country logo in part selection button
  • Fixed several bad lighting data

Platform

  • Fixed unable to upgrade right wall and floor
  • Fixed wrong side wall location


Next Update 14th December 2018


Thank you

Update #028 : Build 0.5.31

Updates:



Game Engine

  • Updated Game Engine to Unreal Engine 4.21
  • Refactored numerous logic and fixed many update complications


Save Game

  • Improved save load panel widget. More efficient and behave as expected
  • Improved internal version checker, will now also compare engine version and save version from saved byte data.
  • Iterated save version to v19



Level

  • Minor lighting improvement in main menu and assembly level
  • Player company name, now is being displayed inside the factory
  • Improved level streaming, transition, and initial load logic
  • Fixed buggy 3dWidget
  • Fixed newly hired worker not spawned immediately
  • Tweaked background music play logic



Menu

  • Introduced New Game Configuration screen. More configuration option will become available in the future as more properties are being exposed.
  • Introduced option to return to the main menu from game.


Next Update: 7th December 2018



Thank you

Update #027 : Build 0.5.30

Updates




  • User Interface

    • Market

      • Introduced a new graph that tracks sold mechs. It is now more intuitive to analyze a mech's market performance .
      • Introduced a bar chart that displays current market demand. At the moment market demand is still static and unaffected by world event; which will be improved in future updates
      • Various minor UI improvements

    • Research

      • Detailed info will now not be displayed on the initial show
      • Fixed toggleable navigation button's visual not behaving correctly. Fix for other buttons will follow in future updates

    • Assembly

      • Fixed broken attachment UI after loading a save file




Next Update: 16th November 2018


Thank you