In this update5
Full notes
Full Metropolis 1998 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Performance
Metropolis 1998 changes
Howdy Everyone. (I'm in Texas now y'all). It's been awhile! About time I post an update.
First off, there's two major bugs in the demo for some people:
Textures are black when starting or loading a map
What happened: shaders are not compiling for AMD hardware.
Solution: The next build will fix this issue
The game wont stop zooming in
What happened: I forgot to comment out controller/joystick code (for media creation)
Solution: Unplug all joysticks/controllers. I'll comment out the code in the next build
The next demo update will be awhile
I've reached the point in development where I'm adding simulation gameplay
These features are strongly interconnected
Thus: Pushing out an update is not feasible until all the parts are working together
This might be the final push to alphaːsteamhappyː
What have you been working on?
[Only major features are listed] -- Gifs are below!
Terrain height, generation, and manipulation. Note: Roads and buildings cannot be placed on elevated terrain, this is coming after launch. Most other objects can be placed though.
Tutorial for the mayor house
Lots of new assets/objects
Custom roofs
New buildings (Bakery, Dentist, Optometrist, Arcade, Utility Buildings)
Utilities: Electricity, telecoms, cable, water, and sewage
Overlays, view modes, and warning icons
Inability to place businesses unless there's enough demand
High density residential auto zones (aka classic zone->growth placement)
A lot more included blueprints
Municipal service simulation (police, fire, hospital)
Personal Stuff
While working on the terrain, I burnt out and stopped working on the game in August and September. I decided to move out of Vermont cause there's no game development industry up here, and the isolation sucked. So in September, I traveled around the US, was (pleasantly) reminded how friggen big and diverse this country is, and ended up choosing Austin, TX as my new home (the industry is pretty big down here).
I'm now feeling much better and productive, and I'm excited that I'm entering the development phase of "putting it all together".
Fun: Simulating, Pathing, and Rendering 100,000 units at 30 FPS.
Terrain generation Steam post image
Terrain Manipulation
Mayor Building Tutorial. Will be polished later :)
Custom Roofs Steam post image
Utilities
Substation (WIP/Art is temporary).
PWR -> No Power
NO SUB -> No Substation / not enough substations
NO CON -> Substation/utility building not connected to grid
NO TELE -> No telecom / not enough telecom stations
(work in progress)
High Rise Buildings and Construction
Starting to work on police simulation (very early look)
Breeze Experiments
Overlays (WIP shown previously)
1.) Demand
2.) Road condition and traffic
3.) Current unit schedule
Thanks
FIN
Source
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