02-09-2017, 09:08 PM
Everything is ready for v1.21.2. Almost all the files have been uploaded and tested, just another 14-16 hours or so before launching it...
Over the last 8 days I implemented a new map called "Oldschool Territories" which is a semi-revised version of the original map the game had in v0.1-v0.3. The map features 23 territories, and was designed before we moved to the city system you all know. Interesting factoid, the game wasn't named "GearCity" until we moved to the city system in v0.3.
The old territory map looks very poor. It's programmer art. But it serves as a platform to test the scalability of the game. With the new map I was able to fix a couple of manufacturing/distribution bugs with the AI. I was also able to somewhat balance branch and factory modifiers using the map system, thus allowing for larger factories/costs externally rather than hardcoded. I was also able to extensively test the 4 editors we have implemented so far in the mod tools, make corrections, and ticket things that need to be fixed or added.
The later two points are important, as for v1.22.3 the artist should be making a new fancy territory map with around 40-50 territories. This map should serve as a bases for those who find the game having too much micromanagement. Likewise, I'll also be working on a new Default City Map using the map tools. Which will hopefully balance out the gameplay a bit.
Anyhoo more info on that tomorrow. Need to play test Windows build (it just finished uploading) and get some rest...
-Map Loading System
-Added "Testing Dot City" map. Uses Classic Map's data, but dynamically loads city based on coordinates. Will be replaced by "Default Map" by v1.22
-Added base map artwork for player created dot city maps.
-Added "Oldschool Territories" Map. 23 Territory map designed for v0.1 of GearCity.
-Fixed limited/war causing some companies to not function.
-Implemented Factory/Branch size/costs/effects modifiers for maps.
-Implemented system that allows you to make specific textures for territories/cities.
-Map movement now dynamic valued based on size of the map.
-Ported Videosettings/Modtools to Linux and OSX.
-Removed wiki browser tab, made the wiki open in 2nd reports window. (Freeing up 50mb of ram.) May do the same to chat, not sure.
-A couple of minor bug fixes, most of them having to do with the new map system.
-Updated translations.
Over the last 8 days I implemented a new map called "Oldschool Territories" which is a semi-revised version of the original map the game had in v0.1-v0.3. The map features 23 territories, and was designed before we moved to the city system you all know. Interesting factoid, the game wasn't named "GearCity" until we moved to the city system in v0.3.
The old territory map looks very poor. It's programmer art. But it serves as a platform to test the scalability of the game. With the new map I was able to fix a couple of manufacturing/distribution bugs with the AI. I was also able to somewhat balance branch and factory modifiers using the map system, thus allowing for larger factories/costs externally rather than hardcoded. I was also able to extensively test the 4 editors we have implemented so far in the mod tools, make corrections, and ticket things that need to be fixed or added.
The later two points are important, as for v1.22.3 the artist should be making a new fancy territory map with around 40-50 territories. This map should serve as a bases for those who find the game having too much micromanagement. Likewise, I'll also be working on a new Default City Map using the map tools. Which will hopefully balance out the gameplay a bit.
Anyhoo more info on that tomorrow. Need to play test Windows build (it just finished uploading) and get some rest...
-Map Loading System
-Added "Testing Dot City" map. Uses Classic Map's data, but dynamically loads city based on coordinates. Will be replaced by "Default Map" by v1.22
-Added base map artwork for player created dot city maps.
-Added "Oldschool Territories" Map. 23 Territory map designed for v0.1 of GearCity.
-Fixed limited/war causing some companies to not function.
-Implemented Factory/Branch size/costs/effects modifiers for maps.
-Implemented system that allows you to make specific textures for territories/cities.
-Map movement now dynamic valued based on size of the map.
-Ported Videosettings/Modtools to Linux and OSX.
-Removed wiki browser tab, made the wiki open in 2nd reports window. (Freeing up 50mb of ram.) May do the same to chat, not sure.
-A couple of minor bug fixes, most of them having to do with the new map system.
-Updated translations.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski