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10 hours ago

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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Got bored and started prototyping some visuals. Goodbye blue void. I even used the candle from FinLab as a prop lol. Going for a cozy vibe, like playing a board game irl. But maybe I made it too uncanny.

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.

Still some bugs, but I'm working on checking which routes are connected to what buildings. Also I got rid of the gaps in the world gen.

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.

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.

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.

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.

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.

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.

I love it when a feature I think will take 20 minutes takes several hours. But now you can preview connections and cancel builds. Also destinations are mostly fixed now.