Full notes
Full Bunker Constructor Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Workshop
- Store
- UI and audio
- Balance
Hi!
Here’s the next entry in the developer diary )
What was done this week
This week I didn’t manage to do quite as much as I originally planned, but there is still clear progress — and it’s noticeable.
Five new layouts for level 3 contracts
I’ve finished creating all five layouts for the new bunkers. The total area, room layout, and required furniture have all been defined.
Key features of level 3 contracts:
multi-level bunkers
large total areas
new room types
new furniture
New construction elements
To support double-height spaces, railings of different lengths have been added:
New inter-floor slabs were also added:
intermediate floor 0.5x0.5 m
intermediate floor 0.5x1 m
intermediate floor 0.5x2 m
New room types
Level 3 contracts will introduce several new room types:
gym
lounge room
rec room
workshop
laundry
trash room
New furniture
New furniture items have been added for the new rooms, as well as for some existing ones:
Of course, this is far from all the furniture that will be available in the game.
First, I plan to add many variations for each furniture type.
Second, for some items it will be possible to choose a color when purchasing.
At the moment, I’ve selected more than 2,000 different furniture assets, fewer than 300 of which are already implemented (or will be added in the upcoming update).
The rest will be introduced gradually — little by little with each new update.
Plans for the upcoming week
This week I plan to:
calculate the scope of work and costs for the new contracts
finish working on vegetation in the second district
complete the finishing mechanics — wall and floor painting
wall and floor painting will be mandatory for level 3 contracts, but for now it won’t be required for level 1 and 2 contracts.
later on, finishing work will become mandatory for all contracts — after new features are added to the construction system (task list, furniture holograms, room card, and others)
What’s next
The next major update will focus on a full UI overhaul. All user interface elements will be redesigned in a new style.
Changes will also be made to the shop mechanics to make the purchasing process more intuitive and user-friendly.
In addition, the contract list will be reworked. I’m currently choosing between two different approaches, so I’m not ready to share details yet.
A bit about vehicles
Today I’d like to briefly talk about the vehicle system planned for the game.
Currently, only one vehicle is available, but several more will be added in the future. Some of the cars already selected for the game can be seen in the parking lot near the auto service:
This is not the final list, and it will expand over time.
Each vehicle will differ in:
maximum speed
cargo capacity
For an additional cost, it will be possible to change a vehicle’s color.
A fuel system will also be implemented — driving will consume fuel, and from time to time you’ll need to stop at a gas station.
See you next week!
Source
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