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Foundation

A new era of organic city-building simulation!

Devlog #11

Hey everyone!

Welcome to Devlog #11, where I will be giving you some insight into what the team has been working on since the last update.

I don’t often do this but let’s kick off by talking about me! Well… not so much me but at least what I have been up to.

In the last update we introduced a way for players to create their own custom maps that can be uploaded to mod.io for everyone to play. With this in mind, I have been learning some basic modding and creating a custom map that is available now in-game. I have then gone on to use this map as a template for a custom map tutorial video which can be found on our YouTube channel.

Check it out if you fancy making your own map.

For any queries and help with map modding we have a very knowledgeable modding community over on our Discord server that will be more than happy to help.

For those that would prefer to wait for a map generator, it will come before the full release, in fact, over the last couple of weeks, Ben has started work on an early prototype for a procedural map generator.

Moving on to Vincent, who also hasn’t been mentioned in a recent devlog, but for good reason, as he has been hard at work on job outfits for villagers. This has been no small task with multiple job roles for both female and male villagers.

You can see a few examples below of the new outfits:

More recently Christopher has also been working with Vincent on villager outfits, though for Christopher he has been looking at the villagers themselves and allowing for the integration of all the new outfits as well as hair styling. Alongside this, he has been working on some performance optimizations for villagers which should hopefully see some fps improvements in the future.

I know this one will make you happy… one further thing that Christopher has started initial work on is the possibility to force villagers to move home!

Having done some great work on the new workplace animations in the last update, Michaël has also been working on the villager job outfits, in his case he has been looking at skinning the new outfits on the 3D villager models.

Needless to say, the villager outfits are coming together well.

Claudine has begun work on some visual research for new environment biomes, creating mock-ups and sample textures for visual reference. Here you can see a couple of mock-ups of how things might look:

She has also been looking at a ways to improve and polish some of the current in-game assets and textures, such as improvements to trees, water and ground textures.

Some time ago we teased the Brewery and now we have a Tavern but no beer. Never fear though, Loup-Gabriel has been working to complete the brewery as well as working on the hop farm.

Loup has also been working on a new production chain but there will more info on that in a future news update, however he has also been working on some new decorative items that will work with the new production chain, so I’ll leave that one to your imagination for now.

Maxime has been continuing work on improving performance for low-end systems, as well as general optimizations, when generating models, and improving LOD generation.

He has also been working on ways to provide pathing feedback to players when placing buildings and creating the dev tools required to configure this in our Hurricane engine.

Nicolas has, as always, been thoroughly testing improvements and gathering information from the community regarding any bugs and feedback.

As well as this he has been working with the engine programmers investigating possible performance optimizations, one of which was released in a hotfix patch last week to improve performance for larger cities.

Talking of large cities and performance, Phil has been looking at ways to improve villager needs efficiency. This, tied in with villagers moving home will see some major improvements to your overall village/city efficiency in future updates.

Finally Léo has been looking at many aspects of the Hurricane engine, working with and helping the team.

In no particular order he has been looking at

  • Improvements to our shader system
  • Improvements for our skinning system (new villager outfits)
  • Investigating RAM usage with an eye to improve memory allocation tracking
  • Undertaking performance analysis between updates
  • Prototyping terrain improvements that support more ground types and vegetation (Biomes)
  • Improving the dev tools including the in-house Hurricane editor. For example we now have a new Asset Preview allowing the team to easily explore game assets.

I hope you enjoyed the read! We have a lot of improvements coming and work is well underway for the next update but there is still much to do.

Until next time…
Cheers!

-Ash (Community Manager)

 

Fall Content Update is LIVE!

Fall Content Update – v1.4 is LIVE!

Hi everyone, the Fall Content Update is now LIVE!

We have a lot of exciting new content in the Fall Update as well as new features, changes and fixes.

You can check out the full changelist below:

Dairy Farm

The Fall update sees the addition of a new production chain starting with the Dairy Farm.

  • Produces Milk from Cows
  • Added: CowsAdded:
  • Milk resource

Cheese Maker

The Cheesemaker is the next progression in the new production chain. Milk, produced at the Dairy Farm will be processed into Cheese by the Cheesemaker.

Cheese can then be sold at the market as a food resource to satisfy villagers’ food needs.

  • Produces Cheese from Milk
  • Added: Cheese resource

Tavern

The Tavern will be a place for your villagers to relax after a hard days work, where they can purchase some wine and also get themselves a hot meal if there is one available.

The Tavern, as all other Monuments, consists of multiple Monument including a Service Counter, for storage and staff, which combined with the Public Lounge will allow you to sell wine to your citizens. The Kitchen will provide meals that will be bought (if available) when wine is purchased.

There are also many decorative items that you can place on your Tavern which will give you even more creative options to decorate and personalize your creations.

Bridge decorations

The stone bridge now includes a host of new decorative items added that you will can snap to the bridge. With gates, a portculis and bridge towers, to name but a few, you will be able to make an impressive waterside entryway to your cities.

  • Added: Bridge decorations
  • Improved Bridge Collision and pathfinding
  • Added: Warning of incorrect placement

Monument functions will see some changes in the new update, these changes bring a new feature to Monuments which will allow you to choose which Monument part is assigned a particular function.

Some factors of the Monument parts will have an influence on the Monument functions, for instance, the capacity of the part and the quality of the materials used.

The Fall update will also see the introduction of the Great Hall, where you will host any Envoys that visit your settlement but will also bring an added bonus of doubling the Splendor for the Monument part that it is assigned to.

The Horse

For now, the Horse will only be used by the Envoy to bring you quests but there will be more functions for the Horse in future updates.

  • Added: the Horse
  • Envoy visits the Great Hall

Another new feature on its way in the Fall Update will see the introduction of multiple workstation animations which will increase the number of animations within a production building.

We have also updated and improved on some of the previous animations.

  • Added: Envoy animations
  • Added: Grindstone animation
  • Added: Bakery oven animation
  • Added: Market tender animations
  • Improved: Harvesting animations
  • Fixed: Some animation character rotation
  • Monuments now have 3 tabs:
  • General – General Information
  • Edit – Edit Monument
  • Parts – Shows parts; allows function assignation.
    – New delete option per part

Within the Parts tab you will be able to assign varying functions to some of the parts using the new assignable functions feature.

Some functions will require extra maintenance costs, hovering over the function will show the effects of the function being assigned.

Other changes to the UI and UX include:

  • Updated Tutorial
  • Confirmation popup on part deletion
  • Taxes collected now show in the budget window
  • Major improvement to the Monument assemblage experience
  • – Monument parts can now be attached in 3D, so players only need to place the mouse to a node to have the part attach.

New Immigration factors

Immigration is now governed by:

  • Happiness
  • Employment
  • Residency

Buildings

  • Added Capacity to some building parts
  • Bonus to bailiff depending on building part splendor
  • Updated maintenance costs to include capacity

Resources

  • Removed: Leather

Map importer

For the first time, modders will be able to import their own map in the game.

  • Added: Map importer
    – Allows for the import of heightmap data for the creation of custom maps

Here’s an example of a Quebec City imported map:

Other Modding Additions

  • Livestock and tool prefabs are now exposed and usable for modding
  • New buildings, building parts, resources and jobs assets are now available.
  • A resource can now have multiple resource types
  • The market tender behavior is now available
  • Building part functions are now assets, declared individually.
    – Core building part functions have also been exposed to the API.
  • Fix: Infinite loading on low-end computers
  • Fix: Bridges (pathfinding / collision)
  • Fix: Do not remove bridge pathfinding connections when placing an obstacle under it
  • Fix: Removed housing lvl 2 door at the wrong location
  • Fix: Adjust housing collider sizes
  • Fix: Warehouse & granary resource visuals
  • Fix: Granary Collision
  • Fix: Forester planting multiple trees standing at the same spot
  • Fix: Fishing spot heights (all maps)
  • Fix: Rustic Church Basement
  • Fix: Beekeeping entrance
  • Fix: Avoid crashes when mods are disabled or changed
 

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