Week 10 Status: City's calculations refinement
This week I’ve been working on city’s implementation. As result, big classes were broken down into smaller ones, allowing more flexibility compared to single all-in-one classes. This approach, however, comes with small price of slightly higher CPU usage. On the other hand, since game right now has around 20 buildings, this price is negligible small. I think current realization will be able to handle over 10 000 buildings at once on mobile devices.
Today I’ve finished writing new classes for production of resources. Now I will start working on tests for new classes, then I will add support for population, and only then I will be able to start working on new implementation of quarries. If things go well, I plan to release new version in next 1-2 weeks.
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.
- Split city handling classes into multiple ones to gain more control over various aspects.
Known bugs:
- [PC] Sometimes text might be truncated in fullscreen mode. This is engine-related bug (https://github.com/godotengine/godot/issues/81624).
Get ReSurfaced
ReSurfaced
Sandbox with survival/city building/clicker elements
Status | Canceled |
Author | AlexTheRegent |
Genre | Strategy, Survival |
Tags | 2D, City Builder, Clicker, Exploration, Godot, Idle, Open World, Top-Down |
Languages | English |
More posts
- Week 17 Status: Temporary breakApr 26, 2024
- Week 16 Status: Retrospective #1Apr 19, 2024
- Week 15 Update: Quarries refinement!Apr 12, 2024
- Week 14 Status: Polishing thingsApr 05, 2024
- Week 13 Update: Quarries overhaul!Mar 29, 2024
- Week 12 Status: Quarries status and next updateMar 22, 2024
- Week 11 Status: Replacing the internalsMar 15, 2024
- Week 9 Status: Ores extractionMar 01, 2024
- Week 8 Update: Researches tree and more animations!Feb 23, 2024
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