Major Demo Update


Hey everyone! Im really happy to announce the next update is now live :)

Major Changes:

  • Unit simulation (schedule, activities) has taken a massive leap forward. 

> Units will now run errands, do work/leisure/home activities

> Units will look for specific objects based on their current activity

> Note: Currently, if no object is found, unit will stand around instead. This will be fixed later.

  • Supply / Demand has improved. Added industrial/office demand
  • Added player objectives (just a few for now)
  • Implemented a clear, detailed UI for buildings and units
  • Road placement is much smoother. 

> You can now overlap the selection with multiple roads

> Added tool to expand/shrink existing road

> Can connect roads without selection overlapping

  • Added visiting units. For now, they will visit service building types to run an errand, then leave.
  • Added micro mode (10x10 map), no goals

General Updates:

  • Unit education is considered when unit is assigned a job
  • Implemented some GPU tricks to reduce GPU load (2x-4x improvement)
  • Added double seating functionality for e.g. couches
  • Added in a lot more unit names
  • Added unit teleportation ability. 

> e.g. if unit is traveling to a building for an errand, and the building gets deleted, the unit will teleport home after it attempts to enter the lot

  • Added unit guises for all job types
  • Added business hours to zones. Customers will not visit store when closed
  • New opening screen
  • Can reposition huge objects (signs, huge trees)

QOL Updates:

  • You can now interact with the game world when the game is paused
  • Added camera tracking so you can follow units/vehicles
  • Desaturated building floor tiles a bit to help clarify building interiors
  • Room boarder outputs when deleting room
  • Buildings wont generate and store paths until building is placed on market
  • Brightened units a tad to make them pop more
  • Units will now get object offset when sitting  
  • GUI/UI will adjust size based on application window size
  • Game launches full screen
  • Added job info to population box
  • Demand UI is more clear/color coded
  • Huge tiles (outdoor signs, huge trees) turn red in delete box
  • Show zone boarder when placing perim. fence

Bug Fixes:

  • Fixed in-game time update speed being based on FPS 
  • Fixed indoor floors not randomizing for blueprints
  • Fixed bug that caused building entrances to be deleted when editing a building 
  • Fixed units taking longer path when walking on sidewalk in some cases
  • Fixed rare case of unit not exiting vehicle after parking, causing it to drive indoors
  • Fixed units' walking speed being the same for every unit. Now there is variance
  • Fixed number of available jobs being miscalculated, which created way more jobs than it should have
  • Fixed units popping off screen when they're near the edge of the screen
  • Fixed ability to edit building subdivisions and door placement when building is on the market, which caused all sorts of issues
  • Fixed road tiles (e.g. road paint) disappearing after editing a road
  • Fixed a rare case of unit walking off the map when loading a game, if the unit was on the tile that connects building to road network
  • Fixed auto zone building output bug, which prevented building from growing
  • Fixed chimneys not fully outputting in auto-grow zones
  • Fixed rare case of blueprint output changing the exterior wall color from what was shown in the on-map preview
  • Fixed auto-zone guide not outputting behind some buildings if a parallel road was nearby
  • Fixed ability to place zones/objects on water
  • Fixed reoccurring FPS spike (may not have been noticeable on most machines)
  • Fixed autozones rarely outputting a one tile wide zone
  • Fixed unit needs sometimes not being filled out
  • Grass boarders reoutput for driveways placed in road if road is deleted/readded

Files

Metropolis1998.zip 17 MB
1 day ago

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