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.
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.
Had a little bit of time so I implimented a proper pathfinding algorithm (A*). I honestly can't tell if this is an improvement or worse.
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.
Apple Silicon (PREVIEW) Announcement and Development Update
Target is getting a huge rework. I basically rewrote the movement code from scratch. You now have to actually fly and steer to score. It also makes multipliers harder.
Working on UI things. Ideally this is where you manage what goes to where. I also plan to add stats to it, and it'll show a progress bar for how long the shipment will take.
Huge progress 🎯! The target minigame touch up is nearly complete. I basically coded the entire thing from scratch. It's really fun now! This is how I wanted it in the game jam but time made it difficult.
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!














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