Week 9 Status: Ores extraction


This week I’ve been working on update of the city resources production algorithm. Right now, it is possible to select type of resources to be extracted by miners and quarries, and I find it a little bit weird. I want to implement new mechanic to the game, underground ores distribution. This feature will change how miners and quarries (and some other buildings) will work. Each tile in world will have random number of each resource, and workers will extract random amount of each resource every second. I think that this feature will make game more interesting and provide one more reason to explore world.

Unfortunately, this is not so simple to implement due to some design choices I’ve made in the past (I’ve coupled consumption and production steps into single one, and now I have to separate them). Judging from previous experience, this might take a while (last version took around 4 weeks to be implemented), since I have to not only rewrite master algorithm, but also update tests (around 80 tests) to make sure everything works as before and nothing was broken during update.

I’ve also made some changes to the animations, updating smoke particles to be more dense, and added support for fire and smoke animations. If things go well, I might add lighting to the game, so nights won’t be so dark.

And, as always, below is the intermediate changelog.

Changelog:

Gameplay:

  • Added fire and smoke animations.
  • Updated smoke effect.

UI:

  • None.

Internal changes:

  • Reworked particles pooling to support 2+ effects in the same node with different locations.

Known bugs:

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Comments

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I always love reading about the thought process developers go through when making changes and design updates. Good luck!

(+1)

Thank you!