Demo Updated! Creative Mode is now in Alpha
Major Changes:
- Most items can be custom colored. You can also save your customizations to use later, and they can be used in blueprints.
- Added object/color picker tool. Place a copy of an existing object
- Added color copy tool. Copy the color scheme of an object onto another object (experimental)
General Updates:
- Properties dont go on the market automatically anymore (when driveway is connected to road). Separate button has been added for this
- Added stackable items
- Cold launch time of game significantly reduced
- Improved performance, FPS
- Improved save/loading time
- VSYNC is now active
- Changed backend graphics engine to be faster (at the cost of more RAM). No more Load on Demand (from scratch)
- Lots more included blueprints
- Increased max floor to 20
- Lots of new assets (roof walls, huge trees, outdoor items, twin beds, roof objects, skyscraper exterior walls/windows, mechanic shop, industrial objects, pools, water, letters, lamps, washer/dryer, video store, wall corners, and more)
- Added industrial zone and businesses
- Reduced RAM usage by removing duplicated shaders and textures
- Added new wind/night time noises
QOL Updates:
- Doors and windows are no longer deleted when you modify a room
- "Not all rooms path" error now highlights the problematic rooms
- Duplicating floor no longer randomizes the colors/textures of the new items.
- Added top down door/window indicator sprites
- Object placement can be outputted in a select box (hold SHIFT)
- Blueprint placement position/origin is now the same location for each rotation (under the mouse, in front of the blueprint where it connects to road)
- When pacing window, can now hold SHIFT to replace all windows of selected (clicked) type
- Added delete parking spot icon to road GUI
- Wall ring highlight (e.g. when duplicating floor) now also highlights windows
- Game will warn you if active floor is too high when placing room in zone, (now) even if the mouse is outside the placable rectangle
- Added blueprint filters (width, depth)
- Added ceiling lights
- Added roofs for tiny rooms.. and just about any building floor plans
- Unified mouse positioning when placing a blueprint.
- Moved "auto grow" zones into its own menu
- Show population breakdown and employment break own when hovering over population box
Bug Fixes:
- Fixed black pixel sized holes appearing in earth terrain tiles (from wind blowing)
- Fixed roof holes
- Fixed units running off the map after moving into home
- Fixed blueprint preview roofs outputting on every floor
- Fixed panning issues when zoomed in and panning slowly.
- Fixed graphic issues when F and G are pressed simultaneously
- Added in missing top down assets
- Fixed "not all rooms path" issue when modifying room with an existing door. Sometimes the door would no longer function for pathing purposes.
- Fixed blueprint mirroring not working for blueprints with driveways that end at the left or right edge of the property
Crash Fixes:
- Fixed a game load crash
WHATS NEXT?
Now that creative mode is in alpha, I'll be focusing on bring the simulation and management parts of the game to alpha. I feel pretty confident the game will launch into early access in mid-late 2025
Files
Get Metropolis 1998
Metropolis 1998
Recreating childhood pixel by pixel. A beautiful throwback to the city builder & simulation games of the 90s/00s.
Status | Prototype |
Author | YesBox |
Genre | Simulation |
Tags | City Builder, Management, Pixel Art, sim |
More posts
- Patch update (9/3/2024)Sep 03, 2024
- Patch Update 2024/08/29 - AND August RecapAug 29, 2024
- Patch update (8/7/2024)Aug 07, 2024
- Patch Update (8/4/2024)Aug 04, 2024
- Patch Update (8/3/2024)Aug 03, 2024
- Patch Update (8/1/2024)Aug 01, 2024
- Patch Update (7/31/2024)Jul 31, 2024
- Patch Update (7/30/2024) BJul 30, 2024
- Patch update (7/30/2024)Jul 30, 2024
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