Full notes
Full Seaport Tycoon update
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What changed
- Gameplay
Hi all,
finally, first news on Steam for SeaPort Tycoon!!!!
I’m a bit late, I know, but I have a pretty good excuse for that: I announced the game on IndieDB first, long before I was sufficiently convinced to go for Steam. Therefore, most of the updates have been published there… after some time I started to feed my YouTube Channel with content and I think now, it’s the right time to create some noise here as well ːsteamthisː
So I hope you like the game idea and follow the development - do not forget to wishlist the game!!!
Sooner or later I will need some test-players, so I hope it will be you and it would be great to receive your feedbacks upfront, before a playable version will be published.
So what happened so far, a short wrap up: - I started to code the game a long time ago and over the time it grew to what it is today, - Most of the parts of the game are being optimized, - Visuals are still often some prototyping objects and placeholders, - 2 big recent steps have been to multi-thread the pathfinding of the traffic and, believe it or not, finding the proper style of trees and grass etc.,
In the upcoming weeks/months I will look into the game economics, take care about the commodities part of the game (containers are so far working fine), and debugging, debugging, debugging and much more.
It would be great to see you also on IndieDB and on my YouTube Channel
https://www.indiedb.com/games/saintworks
YouTube: SaintWorks
Check out the latest gameplay video:
And some screenshots how the game looks on my Unity Editor today!!! Still a lot of prototypes ;-)ːsteamhappyː
Thanks and have a great weekend!!!
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