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:

Get ReSurfaced

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