Next up
Procedural road stress test in my economic kingdom building prototype. It has a very complex road system that automatically connects, creates junctures, and can link structures together even through shared junctions not just direct paths.
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.
It's here! The largest update yet. Includes 8 ball pool, fishing, a sandbox mode, and a hard mode! (+ Many fixes and QOL) Patch notes below.
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!
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)
Target is getting a minor addition, multipliers! They multiply your score. And yes it is cumulative (all by x2), so a multiplier 4 * this powerup would be 8, thus leading to an x8 score (if you can land safely).
Was fixing some bugs with the road system, ending up working on a small pathing thing, I found this pack of origami animals, put the horses on a stick and we have a trader. Really wanted to go for the board game feeling.

















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