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Steam News23 August 20241y ago

SeaPort Tycoon #17 Update - Too Big To Handle!

Hi All, it’s been a while since the last update!!! In the past few months, I’ve been busy with optimizing the game under the hood.

Full notes

Full Seaport Tycoon update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions2 changes0 removals
  • Maps
  • Performance
changedIn the past few months, I’ve been busy with optimizing the game under the hood. The reason for this was that when I started playing it and I got into bigger ports, of course the FPS dropped significantly. This had to be expected, given the overall development is rather an organic evolution than top-down-everything-is-perfectly-planned 😉. It’s a trial and error approach, checking first what makes sense/fun and what does not and scaling up for performance at a later stage.
changedUpscaling unload capacities by implementing conveyor belts!

Seaport Tycoon changes

changedIn the past few months, I’ve been busy with optimizing the game under the hood. The reason for this was that when I started playing it and I got into bigger ports, of course the FPS dropped significantly. This had to be expected, given the overall development is rather an organic evolution than top-down-everything-is-perfectly-planned 😉. It’s a trial and error approach, checking first what makes sense/fun and what does not and scaling up for performance at a later stage.
changedUpscaling unload capacities by implementing conveyor belts!

Hi All,

it’s been a while since the last update!!!

In the past few months, I’ve been busy with optimizing the game under the hood. The reason for this was that when I started playing it and I got into bigger ports, of course the FPS dropped significantly. This had to be expected, given the overall development is rather an organic evolution than top-down-everything-is-perfectly-planned 😉. It’s a trial and error approach, checking first what makes sense/fun and what does not and scaling up for performance at a later stage.

Soooo… in particular one of the main aspects was to optimize the pathfinding algorithms, keeping in mind that a lot of truck-traffic is happening. They needed to be more efficient and fast in order to keep the overall game performing.

Today, after A LOT OF TESTING, I got to the point that it seems to work and it is stable… it’s still not perfect, some minor changes and behaviours need still more attention, but this is subject to further development steps.

Having this, I could show you bigger ports, but I decided to keep it for later 😉 – I want to make it more “presentable” and visually a bit nicer.

What I missed to show you so far is the impact of a big ship that arrives at the port and needs to be unloaded and loaded with containers.

In this video I’m trying to go for it and in the first step I’m trying to unload a big container-ship (note: It a big ship, but not the biggest one and it is just unloading)!

So please check out the video and the screenshots down below. I really hope you like it.

Leave likes, comments and whatever you wish to communicate.

Please do not forget to like and wishlist on Steam as well!!!

Thank you and have a great weekend!!!!

YouTube: SaintWorks

https://www.indiedb.com/games/saintworks

Big Ship Ahoy!

Trucks struggling to take all the containers!

Upscaling unload capacities by implementing conveyor belts!

Source

Steam News / 23 August 2024

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