Week 11 Status: Replacing the internals
ReSurfaced » Devlog
This status report will be relatively short compared to previous ones. This week I’ve finished migration from old algorithm of resources production to new one. All previous code tests are green now, and I also added 20+ new tests to make sure that decomposed classes works as expected too. Next step will be implementation of the new type of mines, as I stated previously. New one will provide player with random amount of resources based on current tile, rather than single type of resource that player can choose and change at any time.
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.
- Added 20+ new tests.
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 | In development |
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 break12 days ago
- Week 16 Status: Retrospective #119 days ago
- Week 15 Update: Quarries refinement!26 days ago
- Week 14 Status: Polishing things33 days ago
- Week 13 Update: Quarries overhaul!40 days ago
- Week 12 Status: Quarries status and next update47 days ago
- Week 10 Status: City's calculations refinement61 days ago
- Week 9 Status: Ores extraction68 days ago
- Week 8 Update: Researches tree and more animations!75 days ago
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