The last part of a big game update, to version 0.0.5
In this update, a test construction system, inventory system, and health system were introduced. The construction system is the last major system that completes the implementation of the main systems in the game and if there aren’t any new offers, then this is how the game will look in the future. So, we have the following large systems, the implementation of which affects the basic structure of the game: 1) Repair system 2) Cargo system 3) Economic system 4) Construction system 5) Social system Around these systems, new, secondary systems will be built. Also, there will be a deepening of existing systems. For example, the cargo system will soon be updated to the third version, it will work more closely with other systems and will make it possible to interact with goods at a higher level.
The construction system now looks as follows. In order to build, it is necessary to purchase cement and sand at the factories. Water is used in the refrigerator. Next, you must enable the construction mode by pressing the P key. Next, pressing the right mouse button will bring up the construction menu. At this stage, the constructed buildings are not saved.
Also, the character now experiences thirst, hunger and fatigue. Water, raw food and fuel are in the refrigerator. Water is ready for use, food needs to be cooked on the stove, fatigue is consumed constantly and you need to sleep to make up.
Update 0.0.4.3.1
1) Correction of settings for a new game 2) Lighting recalculation has been made, as part of the next major update.
The third part of the big update 0.0.4
Update 0.0.4.3 1) Significantly improved car physics. Now the car behaves more naturally, you can load the heaviest loads, hook on a variety of trailers. It will be possible to make container ships, trailers, car transporters. Moreover, it is possible that in an auto transporter it will be necessary to transport cars created by the player for their subsequent sale to the enterprise or to the car shop. In general, for us now there are no technical restrictions in the variety of goods, means of transportation of goods.
Physics is one of the strengths of the Unity game engine and we hope to maximize it in the project. 2) Improved loader. Now he has the sounds of movement of the cargo platform, the sound of the engine, the extreme position of the cargo platform. 3) We started to add support for gaming devices. So far, there is basic support for a gamepad. 4) Now, when removing and installing spare parts on a car, the mass of the spare part is subtracted and added. 5) The camera in the cab is no longer fixed rigidly to the driver's seat 6) Now if the car has fallen underground, it will automatically be transported to the surface 7) Added reverse gear sound
1) Fixed a bug due to which it was impossible to pick up the frame of the car. 2) Fixed the inability to purchase wheels 3) Fixed some errors of the economic system. 4) Changed and fixed help and tutorial. 5) Fixed a bug due to which enterprises producing several products gave advertisements for the sale of only one product.
Known issues. 1) If a player picks up a unit of parts in which there are wheels, then the wheel colliders are deleted from the car. After this, it is necessary to remove the wheels and reinstall. Brake drums are also considered wheels. 2) Sometimes a sharp rebound of removed parts is possible. 3) It is possible to combine the axes of the left stick of the joystick and the right trigger.
We are approaching the completion of a major update, which is designed to form a general view of the game. Now we will take up the visual part of the project and finish work on the construction system. Graphics in Unity requires a special approach, so it may take some time.
The second part of the big update is 0.0.4.
Hello friends. We finished work on the second part of the big update where we finalized the economy system, the cargo system, and the car repair system. We began to introduce real estate construction and ownership systems. Now the player has a house and a small factory.
The house has walls and a roof, but is empty inside.
You can buy furniture for him in the parts store. In the future, we will finalize it and the player will need to build his own house and furnish it to your liking and it will not just be the surroundings of the game. The player’s house will be very important for the character’s game life. In it, he will be able to relax, eat, sleep - in general, he will play a role in the life of the character. Of course, we will try to make it a pleasant addition to the main occupation - transportation of goods, and not mandatory. Nevertheless, the character will need to spend some time in the house one way or another, so he will need to think about its exterior. Arrange furniture, paint, paste wallpaper - in general, make it so that it would be nice for you to go to your home. And by the way, we plan to introduce a prestige rating. This rating will be affected primarily by the prosperity of the character, which will be affected, among other things, by the degree of living at home. The character’s prestige rating will also play an important role in the character’s life. This is an indicator of his success and reliability as a businessman. Only after reaching a certain level of prestige, the character will open new opportunities in the game world. At the moment, the player’s factory is simply producing goods. It’s impossible to influence his work. In order for the goods to be produced, the player must deliver to the factory warehouse all the necessary consumed goods. In the future, we will remove it from the ownership of the player, and if the player wants to own a factory, then it can either be bought or built independently. If the player decided to become the owner of the factory, then he will need to manage it and devote time to it, most likely to the detriment of other activities in the virtual world. The existing cargo transportation system allows us to create very broad opportunities for interaction with real estate. For example, factory equipment can be located anywhere on the purchased land, so you can configure your gaming property as you wish. Of course, before you place the equipment, it will need to be delivered - do not forget, the game is about a truck driver.
The repair system has been improved - now there is a hierarchy of spare parts installation. If you are trying to remove a spare part on which other spare parts are installed, then you will remove the entire spare parts assembly. At the moment, you can not disassemble the removed assembly. We think it would be more convenient to do this and in the next update we will introduce such an opportunity.
The economy is now more like a state from real life. There is a state apparatus that regulates the local economy. There are city residents who consume goods. There are workers who work in factories and transport goods. There are factories that produce goods. Production chains have initial and final goods. At the moment, we have 34 types of goods that are directly involved in the economy of the game. Of course, the economy is still far from ideal, but we are working on it. The cargo system has also undergone changes. Now factories create loads on pallets which the character cannot lift. Therefore, at the suggestion of the Desperados player, we introduced loaders at each warehouse, which will need to load cargo into the car body. Unfortunately, we are still experiencing problems with the physics of the car due to which we cannot introduce the transport of heavy goods on trailers and semi-trailers. We hope that we will solve this problem in the next updates.
A more complete list of the main improvements we provide below: 1) Added loader to cargo terminals 2) Added model of the player’s house 3) Added the ability to purchase furniture 4) Added battery. 5) Now all the factories have the appearance of a store. To buy a load, a player must come to the factory, go to the product of interest and buy it. 6) Adjusted the text size of the cargo 7) Added models to some loads 8) Now the goods do not appear all at once upon shipment from the factory warehouse. Now the cargo on the shipping site appears only when it is empty. 9) The player owns an enterprise 10) Added a new truck cab model 11) Added a lot of interaction sounds 12) Speed
Announcement of the second part of the update.
Friends. Soon the second part of the big update will be ready. In it, we finalized the cargo transportation system and now all the factories will have a store interface. In addition, production chains have been changed. Previously, for testing the system, we closed the production of goods so that there were no initial or final goods. Now, there is raw material from which more complex goods will be obtained and there are consumer goods - the final goods of the production chain. This means that if the store does not have, for example, a front bumper, then it would be available for sale, it is necessary to deliver ore from a quarry to a metal smelter, deliver metal pigs from it to a metal processing enterprise, get a kit for assembling a bumper from it and take the assembly kit to the store from which the bumper will be assembled and put up for sale. And already this bumper you can buy in the store. If they don’t buy it, your competitors. In this way, you and your actions affect the global economy and make you dependent. The player Desperados made a proposal to add a forklift truck to warehouses. Now every enterprise has a forklift truck with which you will load heavy loads. We also begin to introduce a construction system and start by providing the purchase of furniture in a house that will be in the garage. We have not yet decided how the construction system will look exactly. You can make a typical system of building blocks. But this does not fit into the general concept of the game. Building blocks, should weigh several tons and pick them up and calmly put on top of each other, this is a little not logical. Use a crane for this? This is not only technically difficult to do, but it’s also very difficult to think through convenient controls. In general, the question is open and we are slowly solving it. And of course we will introduce much more that will generally improve the game world. Hurry up to buy the game in Sitma while the discount is valid!
Economic system development
We continue to work on the project and develop it. Here we provide the basic concept of the "life" of the region. Details may change in the future, but the basis will be as we describe it below.
While we do not have a final traffic system, we cannot make a full-fledged AI that will fully compete with a player in the transportation of goods. Therefore, we are introducing virtual freight carriers that will also transport goods, but will not have a physical model and 3D models. In general terms, it will look as follows.
A virtual driver will have certain properties, such as a game currency account, the probability of a car breakdown, the value of food consumption, fuel, and fatigue value. The virtual driver will scan the goods market once every N seconds and compare the prices offered by the manufacturer and consumer. Having chosen the most advantageous offer, the virtual driver will purchase a shipment and start moving at a speed of 20 km / h in the direction of the purchased goods. Having approached the place of purchase, he will pick up the goods and again scan the goods market, in order to find the most advantageous offer for the sale of goods. After he finds the best offer, he will begin to move in the direction of the “procurement” site at a speed of 20 km / h. Upon reaching the place of unloading, he will sell the goods to the warehouse, the money will be credited to the virtual driver’s account. Once every N seconds, with probability N, the “car” of the virtual driver may break. The repair amount will be debited from the account to repair the car and it will take N seconds, during which the virtual driver will not move. The virtual driver will purchase fuel and food products in the city’s stores, for which he will make a separate trip. After the expiration of the fatigue timer, the virtual driver will “fall asleep” and stop moving.
Residents of the city.
Also, while there is no final traffic system, we will introduce virtual residents of the city. Each house in the city will form a certain number of living spaces for virtual residents of the city. Every day N numbers of virtual residents will come to the city, but no more than residential places in the city.
A virtual resident of the city will have properties - the value of consumption of goods, the value of consumption of products, a virtual place of work, a virtual place of residence, the meaning of contentment with life. We will form a primitive personality with a resident of the city, who will be responsible for his waking time, time of work, the amount of consumption of goods and products per day. The life of a virtual resident will be as follows: “waking up” The virtual resident goes to work, after work he goes to the nearest grocery store where he picks up the daily allowance of products (if this quantity is in stock or takes the remainder), then he goes to the nearest grocery store where he takes the daily the rate of consumption of goods (if this quantity is in stock or takes the remainder) and goes home. The speed of movement of a virtual resident, 5 km / h. Arriving home, he replenishes his values of consumption of goods and products from purchased goods and products. If the final values of the consumption of goods are lower than the values of contentment with life, then the overall measure of contentment is accordingly reduced. When contentment is reached with a life of zero, the virtual resident leaves the city.
A virtual resident, unlike a virtual driver, will not have a cash account and will live in a world of ideal communism.
Thus, we will create the basis for a vibrant economy and the opportunity to develop the city in the future with player actions.
In the future, the virtual place of work will be located at the enterprises of the city.
Most likely, we will introduce this in the second part of a big update.
Update 0.0.4
Friends! We are glad to inform you that we have released the first part of a large update, in which we did a great job on the game and introduced completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators.
1) Reduced city traffic
2) Improved save system.
3) Fixed rotation saving error
4) Fixed a bug due to which the purchased parts were not available to the player.
5) Various other minor flaws have been fixed.
Temporary changes:
6) To improve performance, we so far have disabled the system for changing the time of day and weather. In this regard, for a short time, some functions associated with these systems will not be available. We will definitely return them in the next updates as soon as we make some performance improvements.
And the most important thing:
7) Updating the physical model. Now it is possible to use almost any transport for the transport of goods. You can create a fleet of different cars that are ideally suited to the range of tasks that you want to solve. Or can you create a car that perfectly matches your style of play? Now everything is possible.
But unfortunately there were some annoying misunderstandings. The fact is that the creation of car physics requires a lot of time and we decided to save this time to create something new, to go the simple way - take ready-made solutions and implement them in the project. It would seem that there are many ready-made solutions that delight with their demo versions, which have rich functionality and would ideally fit a project where the main gameplay is connected with cars. But not in our case ... Walking the road of innovation, we were faced with the fact that all ready-made solutions for one reason or another do not suit us. In some without significant changes it is impossible to create several vehicles, in others it is impossible to exclude controls, in the third there are problems with the transportation of goods. We have already tried 4 solutions and none of them began to work without errors. Apparently we will have to create our own physical system of the car, which would meet all the features of our game, which we create for you.
8) Now it is possible to buy several cars, and assemble them starting from the frame.
9) Damage system. As some compensation for possible errors in the behavior of the car, we introduce a damage system ahead of time. It is still simplified and based on the deformation of the grid models. In the next update, we will add physics to damaged parts, so that with critical damage they can just fall off. Repair of such parts is not provided - we think that replacing damaged parts will be one of the key factors in the economy. We understand that this is not believable, however, from the point of view of the game world, there is no difference between the repaired part and the new one. In turn, the restoration of parts is essentially a separate system.
Damaged parts can be sold at a landfill as scrap at a residual value.
10) A junkman character has been added. He is the owner of a city landfill - he will buy scrap metal, sell old spare parts. While in test execution.
11) Repair system. We fixed a number of errors due to which in some cases it was impossible to buy spare parts. We did not begin to introduce patterns in the installation of spare parts for the car in order to avoid awkward moments associated with a misunderstanding of the system. In addition, we are thinking of improving this system in the future. At the moment, the system is as follows - there is a set of spare parts for a specific car. These parts are unique and cannot fit any other car due to design features. Simply put, if you bought yourself a headlight from a truck, then you can’t put it on a motorcycle simply because it has other mounting points. This system corresponds to the real state of affairs. We would like the system to be more flexible. Most likely, we will create attachment points for various types of parts, on which it will be possible to put any of the existing spare parts that correspond to the type of attachment. However, this is not final. We are still thinking about the system and how to make it more flexible.
12) Having weighed the pros and cons, we decided nevertheless not to introduce light alarm systems. The fact is that this is directly related to the repair system, so as not to waste time on changes in the light alarm system if suddenly the repair system is changed.
11) Development of the freight system.
From now on, each cargo is a separate physical object that completely affects the behavior of the car. There will no longer be faceless menus with requests for transportation of goods, as it was before. Since this is an intermediate stage, the cargo has the form of a cube. In the next updates, we will supplement stationary warehouses with production factories that will create goods from other goods that the player or bots will bring to the warehouses of these facilities.apricot. Thus, we will create a flexible city economy, on which the player will be able to directly influence with his actions.
11.1) The updated cargo system allowed the use of spare parts as cargo. Now purchased parts are separate physical objects.
11.2) The number of warehouses for the old system has been increased.
Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged.
The central object of trade will now be the “Commodity Exchange”.
The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information:
* Product Name
* Quantity of goods in stock
* Current unit price
* Amount of goods in the cargo box (minimum shipping batch of goods)
* Cargo box cost
* The number of cargo boxes to purchase
* Purchase cost
* Place of purchase
Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box.
Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "Ship" button.
On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information:
* Shipping Name
* amount of cargo
For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site.
In the "Accepted Orders" appears information on the purchased goods.
The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods.
In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price.
Production unit.
The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”.
The production unit has a "Shipping site", "Purchasing site."
Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods.
One production unit, can create only one type of product, but can purchase several.
In one place, there may be several production units.
The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost.
Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing).
During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”.
The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods.
Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle.
The opportunity also opens up for the construction of a new “Production Unit” within the framework of an existing system, which means that if necessary, we can easily bring this system into the game.
Shipping site
The platform on which the goods purchased by the player appear.
Procurement site
The platform on which the player puts the goods for the sale of goods to the enterprise
In order to pick up or put the cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo abouttseka "to the warehouse, in the case of bulky goods or if the cargo is not too heavy then the player can carry it in his hands, for example, in small batches of goods. To sell goods, the player puts the goods on the" Purchasing platform ", approaches the warehouse manager who accepts product
Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car.
At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader.
Cargo.
It contains statistics on the quantity of goods and its name.
The player can pick up the cargo, only within the warehouse and cargo compartment
Application system.
The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products.
This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system.
We want to pay special attention to the fact that the game is under development. This means that you should not expect stable operation from it.
We still have a lot of work to improve the game, because we want to create a world that has not yet been in the world of truck simulations. We sincerely thank those who have already supported the project and look forward to further support.
Update. New economic system.
Friends! We are glad to inform you that we have finished work on the first part of a big update, in which we did a lot of work on the game and introduced a completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. But just yesterday, we finished work on the concept of a gaming economy, which will determine the development of the project for the near future. This is indeed a very important gaming moment at which many gaming systems close. The introduction of a completely new economic system requires a little extra attention, so we decided to postpone the publication of the update to the second half of the month.
Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged.
The central object of trade will now be the “Commodity Exchange”.
The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information:
* Product Name
* Quantity of goods in stock
* Current unit price
* Amount of goods in the cargo box (minimum shipping batch of goods)
* Cargo box cost
* The number of cargo boxes to purchase
* Purchase cost
* Place of purchase
Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box.
Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "To ship goods" button.
On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information:
* Shipping Name
* amount of cargo
For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site.
In the "Accepted Orders" appears information on the purchased goods.
The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods.
In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price.
Production unit.
The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”.
The production unit has a "Shipping site", "Purchasing site."
Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods.
One production unit, can create only one type of product, but can purchase several.
In one place, there may be several production units.
The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost.
Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing).
During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”.
The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods.
Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle.
The opportunity also opens up for the construction of new “Production blok ”within the framework of an existing system, which means if necessary, we can easily bring this system into the game.
Shipping site
The platform on which the goods purchased by the player appear.
Procurement site
The platform on which the player puts the goods for the sale of goods to the enterprise
In order to pick up or put a cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo compartment" to the warehouse, in the case of bulk cargo or if the cargo is not too heavy then the player can carry it in his hands, for example, in small quantities. To sell goods, the player puts the goods on the “Purchasing platform”, approaches the warehouse manager who accepts the goods
Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car.
At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader.
Cargo.
It contains statistics on the quantity of goods and its name.
The player can pick up the cargo, only within the warehouse and cargo compartment
Application system.
The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products.
This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system.
Announcement of a big update.
Friends! We are finishing up the big update, which we plan to release early next month. The new patch really turns out to be very large and we decided to make it in two parts.
First, we introduce:
1) We updated the physical model. Now you can buy a few cars.
2) The development of freight transportation. Cargo now has a completely unique physical model, which gives us the opportunity to create a vibrant economy. You will have to load them yourself into the cargo hold, and the cargo hold itself now has a very broad meaning.
3) A new “Landfill” location has been added. Here the player can buy old parts. While in test mode.
4) Now the player’s character appears without owning a car.
5) Increased the number of warehouses
6) Created a preliminary layout of unprepared places for unloading goods. This is the basis for very difficult maneuvering on a truck. They look like separate mini locations and are in test mode.
We want to pay special attention to the fact that the game is in development.
Announcement of a big update.
Hello friends! We thank everyone who supported us at the start and are pleased to inform you that we are preparing a great update! In this update we will update the physical model of cars. This will allow us to add aviation and water transport in the future. We introduce a vehicle damage system. New truck model. Let's finish the light alarm system. A component wear indicator will be introduced, which will diversify the repair process and will allow introducing such an important component as run-down wheels. And much more!