The Resolve cover
The Resolve screenshot
Genre: Simulator

The Resolve

The Great Delay & Progress Update

Hey Everyone,

It's been a while contrary to me saying that I'll try to keep updates consistent.

I've had a struck of bad luck in terms of my health that has in return meant that I'd have to delay the game by a couple of months, there has been progress. But the progress has been slow.

I'm speaking w/ Steam to try and get the date moved, I can't say when ATM because it's still in talks but It'll probably be later rather than sooner.

I'm writing this with a massive migraine so please excuse the type.

Lets jump into the update.


  • New UI

  • New Tiles

  • Rework - Made the code my dynamic making it easier in the long run to have updates and new additions.
  • Path Finding -> This is giving me the most greif. I dont want to implement standardised pathfinding as this would slow the computational nature of the game. I've gotten most of it figured out but there are just a few more bits left to do.
  • Cars and AI -> This is heavily dependant on the PathFinding but alot of the code has already been figured out relating to this.
  • Notification System



Unfortunately I don't have more to show, or really talk about as the game has had to be put to the back in my lives priority queue. This doesn't mean that the game isn't being developed.. It is. Just not at the same rate as it was previously.

I appreciate all the support that I have received and I really want this to be a good and fun game for you to enjoy so I will do my best to give you just that, it'll just take a little longer than I originally thought.

Your friend,

Rus

Dev Blog [6] - A Restart & UI

Hi Everyone,

Apologise for the delay in posts, I've gotten a little burnt out on the project for a couple reasons;

  1. I didnt have a specific plan of action
  2. I didn't have a structure for the code so it became very complex
  3. I wasn't very happy with the look of the game
  4. Because I wasn't happy with the look, I wasn't sure on how to implement certain functionality without having to redo the whole game UI


So what does that all mean? It mean's I restarted the game. I started from scratch and have focused on areas that I'm not very good at first; UI.




Those are temporary however; I think they are more inline with the concept of what will allow the game to progress further. I've still got some experimenting to do in order to find the "sweet" spot with the UI, sizing. Colours, etc but definitely a good start. Plus I will be able to easily amend them as rather than importing PNG's, they are PDS (photoshop) files.

I've gotten the world generation working, placement, etc - But I think it's a little too early to show any of that. I'll wait until the game gets back to the state it was in the previous dev blog and continue it from there. I just didn't want anyone thinking I gave up on the game, I certainly have not.

That's all for this update, It may be a while before my next dev blog due to the nature of having to rethink and re-implement all the previous mechanics, but hopefully it will be sooner rather than later.

Rus

Dev Blog [5] - Neighbouring System

Hi All!

Not much this week unfortunately, I've been fairly busy with work meaning there that there hasn't been much time to work on the game, however, I spent some time yesterday creating a neighbour system, which will allow me to progress with 1). the road creation as if there is something blocking the location of the road, then we obviously don't want a road to be spawned there, and 2). it'll help with the new approach I'm taking with the road creation (which I'll discuss when I actually get it started/working).

This is in the prototyping scene that I have, I haven't migrated any of the assets which is why it looks so boring and with only primitive objects (cubes):



The little cubes surrounding the big cube are the neighbour objects (linking points)

A gif to show the system in action:


The neighbour system is all created procedurally. All thanks to the new grid system I've implemented, which leads to my next point.

The new grid system took some thinking and tinkering but its now finished and is going to greatly help with a magnitude of things, placement, roads, pretty much everything. I'm also considering allowing for the player to pick the spot they want to spawn items (I think it makes more sense considering the road functionality).

Not much I can show in terms of this, but this gif is pretty much a sum up of what the grid system is.


Unfortunately that pretty much sums up this week. I hope I get some more time to implement some more functionality for the game.

Till next time!

Rus K