What changed
0 fixes0 additions1 change0 removals
changedFriends! We are glad to inform you that we have released the first part of a large update, in which we did a great job on the game and introduced completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. 1) Reduced city traffic 2) Improved save system. 3) Fixed rotation saving error 4) Fixed a bug due to which the purchased parts were not available to the player. 5) Various other minor flaws have been fixed. Temporary changes: 6) To improve performance, we so far have disabled the system for changing the time of day and weather. In this regard, for a short time, some functions associated with these systems will not be available. We will definitely return them in the next updates as soon as we make some performance improvements. And the most important thing: 7) Updating the physical model. Now it is possible to use almost any transport for the transport of goods. You can create a fleet of different cars that are ideally suited to the range of tasks that you want to solve. Or can you create a car that perfectly matches your style of play? Now everything is possible. But unfortunately there were some annoying misunderstandings. The fact is that the creation of car physics requires a lot of time and we decided to save this time to create something new, to go the simple way - take ready-made solutions and implement them in the project. It would seem that there are many ready-made solutions that delight with their demo versions, which have rich functionality and would ideally fit a project where the main gameplay is connected with cars. But not in our case ... Walking the road of innovation, we were faced with the fact that all ready-made solutions for one reason or another do not suit us. In some without significant changes it is impossible to create several vehicles, in others it is impossible to exclude controls, in the third there are problems with the transportation of goods. We have already tried 4 solutions and none of them began to work without errors. Apparently we will have to create our own physical system of the car, which would meet all the features of our game, which we create for you. 8) Now it is possible to buy several cars, and assemble them starting from the frame. 9) Damage system. As some compensation for possible errors in the behavior of the car, we introduce a damage system ahead of time. It is still simplified and based on the deformation of the grid models. In the next update, we will add physics to damaged parts, so that with critical damage they can just fall off. Repair of such parts is not provided - we think that replacing damaged parts will be one of the key factors in the economy. We understand that this is not believable, however, from the point of view of the game world, there is no difference between the repaired part and the new one. In turn, the restoration of parts is essentially a separate system. Damaged parts can be sold at a landfill as scrap at a residual value. 10) A junkman character has been added. He is the owner of a city landfill - he will buy scrap metal, sell old spare parts. While in test execution. 11) Repair system. We fixed a number of errors due to which in some cases it was impossible to buy spare parts. We did not begin to introduce patterns in the installation of spare parts for the car in order to avoid awkward moments associated with a misunderstanding of the system. In addition, we are thinking of improving this system in the future. At the moment, the system is as follows - there is a set of spare parts for a specific car. These parts are unique and cannot fit any other car due to design features. Simply put, if you bought yourself a headlight from a truck, then you can’t put it on a motorcycle simply because it has other mounting points. This system corresponds to the real state of affairs. We would like the system to be more flexible. Most likely, we will create attachment points for various types of parts, on which it will be possible to put any of the existing spare parts that correspond to the type of attachment. However, this is not final. We are still thinking about the system and how to make it more flexible. 12) Having weighed the pros and cons, we decided nevertheless not to introduce light alarm systems. The fact is that this is directly related to the repair system, so as not to waste time on changes in the light alarm system if suddenly the repair system is changed. 11) Development of the freight system. From now on, each cargo is a separate physical object that completely affects the behavior of the car. There will no longer be faceless menus with requests for transportation of goods, as it was before. Since this is an intermediate stage, the cargo has the form of a cube. In the next updates, we will supplement stationary warehouses with production factories that will create goods from other goods that the player or bots will bring to the warehouses of these facilities.apricot. Thus, we will create a flexible city economy, on which the player will be able to directly influence with his actions. 11.1) The updated cargo system allowed the use of spare parts as cargo. Now purchased parts are separate physical objects. 11.2) The number of warehouses for the old system has been increased. Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged. The central object of trade will now be the “Commodity Exchange”. The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information: * Product Name * Quantity of goods in stock * Current unit price * Amount of goods in the cargo box (minimum shipping batch of goods) * Cargo box cost * The number of cargo boxes to purchase * Purchase cost * Place of purchase Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box. Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "Ship" button. On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information: * Shipping Name * amount of cargo For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site. In the "Accepted Orders" appears information on the purchased goods. The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods. In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price. Production unit. The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”. The production unit has a "Shipping site", "Purchasing site." Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods. One production unit, can create only one type of product, but can purchase several. In one place, there may be several production units. The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost. Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing). During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”. The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods. Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle. The opportunity also opens up for the construction of a new “Production Unit” within the framework of an existing system, which means that if necessary, we can easily bring this system into the game. Shipping site The platform on which the goods purchased by the player appear. Procurement site The platform on which the player puts the goods for the sale of goods to the enterprise In order to pick up or put the cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo abouttseka "to the warehouse, in the case of bulky goods or if the cargo is not too heavy then the player can carry it in his hands, for example, in small batches of goods. To sell goods, the player puts the goods on the" Purchasing platform ", approaches the warehouse manager who accepts product Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car. At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader. Cargo. It contains statistics on the quantity of goods and its name. The player can pick up the cargo, only within the warehouse and cargo compartment Application system. The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products. This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system. We want to pay special attention to the fact that the game is under development. This means that you should not expect stable operation from it. We still have a lot of work to improve the game, because we want to create a world that has not yet been in the world of truck simulations. We sincerely thank those who have already supported the project and look forward to further support.
Trucking changes
changedFriends! We are glad to inform you that we have released the first part of a large update, in which we did a great job on the game and introduced completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. 1) Reduced city traffic 2) Improved save system. 3) Fixed rotation saving error 4) Fixed a bug due to which the purchased parts were not available to the player. 5) Various other minor flaws have been fixed. Temporary changes: 6) To improve performance, we so far have disabled the system for changing the time of day and weather. In this regard, for a short time, some functions associated with these systems will not be available. We will definitely return them in the next updates as soon as we make some performance improvements. And the most important thing: 7) Updating the physical model. Now it is possible to use almost any transport for the transport of goods. You can create a fleet of different cars that are ideally suited to the range of tasks that you want to solve. Or can you create a car that perfectly matches your style of play? Now everything is possible. But unfortunately there were some annoying misunderstandings. The fact is that the creation of car physics requires a lot of time and we decided to save this time to create something new, to go the simple way - take ready-made solutions and implement them in the project. It would seem that there are many ready-made solutions that delight with their demo versions, which have rich functionality and would ideally fit a project where the main gameplay is connected with cars. But not in our case ... Walking the road of innovation, we were faced with the fact that all ready-made solutions for one reason or another do not suit us. In some without significant changes it is impossible to create several vehicles, in others it is impossible to exclude controls, in the third there are problems with the transportation of goods. We have already tried 4 solutions and none of them began to work without errors. Apparently we will have to create our own physical system of the car, which would meet all the features of our game, which we create for you. 8) Now it is possible to buy several cars, and assemble them starting from the frame. 9) Damage system. As some compensation for possible errors in the behavior of the car, we introduce a damage system ahead of time. It is still simplified and based on the deformation of the grid models. In the next update, we will add physics to damaged parts, so that with critical damage they can just fall off. Repair of such parts is not provided - we think that replacing damaged parts will be one of the key factors in the economy. We understand that this is not believable, however, from the point of view of the game world, there is no difference between the repaired part and the new one. In turn, the restoration of parts is essentially a separate system. Damaged parts can be sold at a landfill as scrap at a residual value. 10) A junkman character has been added. He is the owner of a city landfill - he will buy scrap metal, sell old spare parts. While in test execution. 11) Repair system. We fixed a number of errors due to which in some cases it was impossible to buy spare parts. We did not begin to introduce patterns in the installation of spare parts for the car in order to avoid awkward moments associated with a misunderstanding of the system. In addition, we are thinking of improving this system in the future. At the moment, the system is as follows - there is a set of spare parts for a specific car. These parts are unique and cannot fit any other car due to design features. Simply put, if you bought yourself a headlight from a truck, then you can’t put it on a motorcycle simply because it has other mounting points. This system corresponds to the real state of affairs. We would like the system to be more flexible. Most likely, we will create attachment points for various types of parts, on which it will be possible to put any of the existing spare parts that correspond to the type of attachment. However, this is not final. We are still thinking about the system and how to make it more flexible. 12) Having weighed the pros and cons, we decided nevertheless not to introduce light alarm systems. The fact is that this is directly related to the repair system, so as not to waste time on changes in the light alarm system if suddenly the repair system is changed. 11) Development of the freight system. From now on, each cargo is a separate physical object that completely affects the behavior of the car. There will no longer be faceless menus with requests for transportation of goods, as it was before. Since this is an intermediate stage, the cargo has the form of a cube. In the next updates, we will supplement stationary warehouses with production factories that will create goods from other goods that the player or bots will bring to the warehouses of these facilities.apricot. Thus, we will create a flexible city economy, on which the player will be able to directly influence with his actions. 11.1) The updated cargo system allowed the use of spare parts as cargo. Now purchased parts are separate physical objects. 11.2) The number of warehouses for the old system has been increased. Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged. The central object of trade will now be the “Commodity Exchange”. The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information: * Product Name * Quantity of goods in stock * Current unit price * Amount of goods in the cargo box (minimum shipping batch of goods) * Cargo box cost * The number of cargo boxes to purchase * Purchase cost * Place of purchase Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box. Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "Ship" button. On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information: * Shipping Name * amount of cargo For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site. In the "Accepted Orders" appears information on the purchased goods. The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods. In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price. Production unit. The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”. The production unit has a "Shipping site", "Purchasing site." Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods. One production unit, can create only one type of product, but can purchase several. In one place, there may be several production units. The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost. Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing). During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”. The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods. Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle. The opportunity also opens up for the construction of a new “Production Unit” within the framework of an existing system, which means that if necessary, we can easily bring this system into the game. Shipping site The platform on which the goods purchased by the player appear. Procurement site The platform on which the player puts the goods for the sale of goods to the enterprise In order to pick up or put the cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo abouttseka "to the warehouse, in the case of bulky goods or if the cargo is not too heavy then the player can carry it in his hands, for example, in small batches of goods. To sell goods, the player puts the goods on the" Purchasing platform ", approaches the warehouse manager who accepts product Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car. At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader. Cargo. It contains statistics on the quantity of goods and its name. The player can pick up the cargo, only within the warehouse and cargo compartment Application system. The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products. This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system. We want to pay special attention to the fact that the game is under development. This means that you should not expect stable operation from it. We still have a lot of work to improve the game, because we want to create a world that has not yet been in the world of truck simulations. We sincerely thank those who have already supported the project and look forward to further support.
Friends! We are glad to inform you that we have released the first part of a large update, in which we did a great job on the game and introduced completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. 1) Reduced city traffic 2) Improved save system. 3) Fixed rotation saving error 4) Fixed a bug due to which the purchased parts were not available to the player. 5) Various other minor flaws have been fixed.
Temporary changes
6) To improve performance, we so far have disabled the system for changing the time of day and weather. In this regard, for a short time, some functions associated with these systems will not be available. We will definitely return them in the next updates as soon as we make some performance improvements.
And the most important thing
7) Updating the physical model. Now it is possible to use almost any transport for the transport of goods. You can create a fleet of different cars that are ideally suited to the range of tasks that you want to solve. Or can you create a car that perfectly matches your style of play? Now everything is possible. But unfortunately there were some annoying misunderstandings. The fact is that the creation of car physics requires a lot of time and we decided to save this time to create something new, to go the simple way - take ready-made solutions and implement them in the project. It would seem that there are many ready-made solutions that delight with their demo versions, which have rich functionality and would ideally fit a project where the main gameplay is connected with cars. But not in our case ... Walking the road of innovation, we were faced with the fact that all ready-made solutions for one reason or another do not suit us. In some without significant changes it is impossible to create several vehicles, in others it is impossible to exclude controls, in the third there are problems with the transportation of goods. We have already tried 4 solutions and none of them began to work without errors. Apparently we will have to create our own physical system of the car, which would meet all the features of our game, which we create for you. 8) Now it is possible to buy several cars, and assemble them starting from the frame. 9) Damage system. As some compensation for possible errors in the behavior of the car, we introduce a damage system ahead of time. It is still simplified and based on the deformation of the grid models. In the next update, we will add physics to damaged parts, so that with critical damage they can just fall off. Repair of such parts is not provided - we think that replacing damaged parts will be one of the key factors in the economy. We understand that this is not believable, however, from the point of view of the game world, there is no difference between the repaired part and the new one. In turn, the restoration of parts is essentially a separate system. Damaged parts can be sold at a landfill as scrap at a residual value. 10) A junkman character has been added. He is the owner of a city landfill - he will buy scrap metal, sell old spare parts. While in test execution. 11) Repair system. We fixed a number of errors due to which in some cases it was impossible to buy spare parts. We did not begin to introduce patterns in the installation of spare parts for the car in order to avoid awkward moments associated with a misunderstanding of the system. In addition, we are thinking of improving this system in the future. At the moment, the system is as follows - there is a set of spare parts for a specific car. These parts are unique and cannot fit any other car due to design features. Simply put, if you bought yourself a headlight from a truck, then you can’t put it on a motorcycle simply because it has other mounting points. This system corresponds to the real state of affairs. We would like the system to be more flexible. Most likely, we will create attachment points for various types of parts, on which it will be possible to put any of the existing spare parts that correspond to the type of attachment. However, this is not final. We are still thinking about the system and how to make it more flexible. 12) Having weighed the pros and cons, we decided nevertheless not to introduce light alarm systems. The fact is that this is directly related to the repair system, so as not to waste time on changes in the light alarm system if suddenly the repair system is changed. 11) Development of the freight system. From now on, each cargo is a separate physical object that completely affects the behavior of the car. There will no longer be faceless menus with requests for transportation of goods, as it was before. Since this is an intermediate stage, the cargo has the form of a cube. In the next updates, we will supplement stationary warehouses with production factories that will create goods from other goods that the player or bots will bring to the warehouses of these facilities.apricot. Thus, we will create a flexible city economy, on which the player will be able to directly influence with his actions. 11.1) The updated cargo system allowed the use of spare parts as cargo. Now purchased parts are separate physical objects. 11.2) The number of warehouses for the old system has been increased. Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged. The central object of trade will now be the “Commodity Exchange”. The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information: * Product Name * Quantity of goods in stock * Current unit price * Amount of goods in the cargo box (minimum shipping batch of goods) * Cargo box cost * The number of cargo boxes to purchase * Purchase cost * Place of purchase Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box. Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "Ship" button. On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information: * Shipping Name * amount of cargo For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site. In the "Accepted Orders" appears information on the purchased goods. The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods. In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price. Production unit. The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”. The production unit has a "Shipping site", "Purchasing site." Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods. One production unit, can create only one type of product, but can purchase several. In one place, there may be several production units. The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost. Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing). During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”. The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods. Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle. The opportunity also opens up for the construction of a new “Production Unit” within the framework of an existing system, which means that if necessary, we can easily bring this system into the game. Shipping site The platform on which the goods purchased by the player appear. Procurement site The platform on which the player puts the goods for the sale of goods to the enterprise In order to pick up or put the cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo abouttseka "to the warehouse, in the case of bulky goods or if the cargo is not too heavy then the player can carry it in his hands, for example, in small batches of goods. To sell goods, the player puts the goods on the" Purchasing platform ", approaches the warehouse manager who accepts product Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car. At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader. Cargo. It contains statistics on the quantity of goods and its name. The player can pick up the cargo, only within the warehouse and cargo compartment Application system. The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products. This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system. We want to pay special attention to the fact that the game is under development. This means that you should not expect stable operation from it. We still have a lot of work to improve the game, because we want to create a world that has not yet been in the world of truck simulations. We sincerely thank those who have already supported the project and look forward to further support.