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Full Metropolis 1998 update
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Repeated intro
Hey everyone,
What changed
- Balance
- Events
- Gameplay
Metropolis 1998 changes
I've updated and revamped the roadmap Metropolis 1998
Link: https://www.yesboxstudios.com/roadmap/
Launching is now on the horizon which is really exciting! There's no set date yet, but the earliest possible launch is Q4, 2025. The main reasons why I can't give an exact date yet is because:
I'm not sure how long it will take to balance the core game loop.
I'm not sure which marketing events I want to participate in. Most have set dates and require planning for in advance.
I haven't launched the Steam demo page. I want to let some time pass to gather reviews (feedback is critical). The game needs to be further developed before I do this.
I need to create a trailer and proper feature-teaser videos. Creating a great trailer can take a long time. (Fun fact: David Wehle said he took 3-4 months to create the trailer for "We Harvest Shadows". It clearly paid off for him too! David Wehle Interivew)
On my roadmap page, I've tried to communicate clear expectations for what the game will offer for Early Access versus 1.0 (and beyond).
Please let me know if anything is unclear, or if you have any questions! One of the many challenges of launching a game on Steam is clearly setting expectations for what the game is (and isn't).
New & Recent Features
Overlays and Icons :) :) -- Work in progress and temp art
Missing road connection icons, traffic overlay, and road condition overlay. There's also icons (not shown) for not enough workers, not enough customers, and too many customers. And more to come!
I'll need to smooth out the traffic overlay since it's showing wait times for each road tile. I'll probably end up painting outwards from intersections (like Cities: Skylines)
Business range of influence (supply and bonus range). When you are placing a business, an overlay will output and paint the roads showing you how far the business's influence is. Essentially, it searches outwards from the building position and will subtract the demand from residential buildings it hits along the way. Once the building's supply is consumed, the search stops.
If there are multiple businesses, the business with the greater net supply will "consume" the demand. This only happens once, so demand is not double counted! Additionally, there's a max range the building has. The max distance been shortened for showing off functionality here.
Additionally, buildings can be painted by their zone type depending on the overlay used.
Unit schedule overlay. Color units (and their vehicles) based on their current schedule (home, work, errand, leisure, sleeping, and external visitor).
Emergency vehicles and animating lights (work in progress)
Pond Assets
Pillars & Columns
Improved construction animations (sped up.. too much for a gif really)
Custom zone widths:
I also put together a (very quick & dirty) video showing off more features (most of which are already in the demo) in case you've missed it![dynamiclink href="https://www.youtube.com/watch?v=zoXe7NXBJpY"]
Lastly, some things that are not shown:
Five new building types (Bakery, Dentist, Optometrist, Cemetery, and Arcade) + all the new objects for them
Two new unit positions (sitting on floor)
Unit sitting and typing on computer animation
New stretching (while sitting) unit animation
Some industrial assets (e.g. tanks)
Two new huge trees assets
Bonus: Pond assets at night
Hope to see you at the finish line.
The dev
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