Week 13 Update: Quarries overhaul!


After more than 4 weeks of work I’ve finally finished new quarries mechanic. And I must say, it completely worth it. Despite all the problems and compilations, new system makes it possible to be less focused on a micromanagement and constant switching between types of buildings. Now, when you build miner, you will start gathering multiple resources at once. And amount of resources collected is random for each point in world.

In the next update I want to focus on polishing things out, making new system more transparent and configurable during world generation. Right now it is a little bit chaotic, because I couldn’t finish all things I wanted to make in time. This is also why I didn’t tweak city economy yet (market prices). But I’ll definitely do it in the next updates.

Changelog:

Gameplay:

  • Overhauled miners and quarries. Now they collect all resources at once, but random amount (based on tile) instead of fixed amount.
  • Updated smoke effect.
  • Disabled city’s idle updates when game is closed.
  • Temporarily enabled wooden age buildings in metal age in city hall.
  • Added some placeholder researches (will be implemented in next updates).

UI:

  • Added support of houses consumption to logistic center.

Internal changes:

  • Reworked particles pooling to support 2+ effects in the same node with different locations.
  • Added fire and smoke animations.
  • Split city handling classes into multiple ones to gain more control over various aspects.
  • Increased amount of automated QA tests from 120 to 178.

Known bugs:

v1.8.1 Hotfix: Disabled idle message

Changelog:

UI:

  • Disabled idle message after game is loaded.
  • Hide idle messages setting from settings.

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