
Next up
Now you can decide what resources go where (or none at all). Making multi step trades way less annoying. It's also two way. (Route progress is broken right now but just fixed it)
What's a trading game without a trading simulation? I may end up having to nerf this due to optimization, as every single trade is simulated. Also different buildings have different stored stats and yield timers, items are also checked for overflow.
First look at an early game building, the farm. As well as a new resource food. I even added a spinning windmill to it for fun.
I have built some new stuff. Tiles now have yields (civ style), tech tree got a visual pass, and now you can see a heads up on what's being sent/taken/produced.
Through sheer determination I got it up and running. It ain't much but it was very cool! Wouldn't mind making a game jam length game in VR.
I've been experimenting more with music for the trade game. I decided not to lean into orchestral. Playing more with bitcrush as well. Going for a very warm nostalgic feeling.
Roads can now overlap, however buildings cannot be placed on roads, there's a cap for connections, and proximity also matters now, not just for distance. Your traders will try to trade with the closest building, some resources may need multi step trades!
Playing with post processing & a procedural per building tech tree system. This can be built at runtime for every building and can add/remove techs and shuffle them around. It requires adaptivity because entire sub trees can be missing in a game.
Spent a lot of time fixing bugs today. Turns out the trading bug from before was not fixed, but now it works. But this is (technically) a trail and trade spin off so I added this arcade-y -+ resource text on buildings. Pretty cool.
Working on a happiness system. It governs trader speed. It's affected by hunger and building density. Building lots of buildings in close proximity can completely slow a trade line. Also trying out color coding like a grand strategy (green == resource)











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