02-17-2018, 03:29 AM
Work on v1.24 has been going well over the last two weeks. In that time I have implemented the predesigned car system, rewrote the bottom panel system, and fixed a couple of minor bugs/issues.
I had completed the first decade of premades, however, Serhiy decided to re-material ID most of the early game cars, thus breaking those .car files (and any saved .car you have based on those meshes). However, this is fine, as it fixes several problems with painting. He's also found 4 more car bodies not implemented in the game. In anycase, he will be working on predesigns soon. Hopefully we'll be able to fill them before v1.23.1 is released.
In other news, the bottom panel has been completely redesigned. It now includes much more information, although hidden behind a couple of buttons. (More clicks! Yay!) If everyone had 8k monitors, wouldn't have this problem. Anyhoo, there is now an "Estimated" next month's expenses in the bottom panel. This should help with players over spending on things like factories or vehicle designs. Assuming they don't ignore the exclamation point button that appears in the bottom. I may have to do more things to make it noticeable...
Anyway, v1.23.1 is on track programming wise, but it might be delayed a little bit on the art side of things. If that is the case, I will either roll v1.23.2 tickets into v1.23.1 or work on Map content. Either way I'll be busy.
-Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system.
-Gameplay: Predesigned or Custom Design selector when player design a vehicle body.
-Engine: Saved .Car files now included aerodynamic drag data for AI.
-Gameplay: AI now selects a predesigned vehicle body to use for their models.
-Engine: Implemented a predesigned vehicle mod loading system.
-Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.
-Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.
-Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.
-Engine: Added a popularity link for fuels into components.xml files.
-Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.
-Engine: Optimized Historical Player Date information.
-GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.
-GUI: Bottom panel information is limited based on how much screen width the player has.
-GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.
-GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.
-GUI: Added new expanded bottom panel to all "rooms" in the game.
-GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.
-GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.
I had completed the first decade of premades, however, Serhiy decided to re-material ID most of the early game cars, thus breaking those .car files (and any saved .car you have based on those meshes). However, this is fine, as it fixes several problems with painting. He's also found 4 more car bodies not implemented in the game. In anycase, he will be working on predesigns soon. Hopefully we'll be able to fill them before v1.23.1 is released.
In other news, the bottom panel has been completely redesigned. It now includes much more information, although hidden behind a couple of buttons. (More clicks! Yay!) If everyone had 8k monitors, wouldn't have this problem. Anyhoo, there is now an "Estimated" next month's expenses in the bottom panel. This should help with players over spending on things like factories or vehicle designs. Assuming they don't ignore the exclamation point button that appears in the bottom. I may have to do more things to make it noticeable...
Anyway, v1.23.1 is on track programming wise, but it might be delayed a little bit on the art side of things. If that is the case, I will either roll v1.23.2 tickets into v1.23.1 or work on Map content. Either way I'll be busy.
-Engine: Implemented the predesigned .car file loader system that is separate from the "Save Car" system.
-Gameplay: Predesigned or Custom Design selector when player design a vehicle body.
-Engine: Saved .Car files now included aerodynamic drag data for AI.
-Gameplay: AI now selects a predesigned vehicle body to use for their models.
-Engine: Implemented a predesigned vehicle mod loading system.
-Mod Tool: Created Predesigned Vehicle Tool in the mod tools. Added predesigned vehicles to the mod files.
-Gameplay: Implemented a "Lock Accessory Selection" system which will allow you to select an accessory or decal on the car from a list rather than click selection.
-Documentation: Redirected tutorial to use predesigned vehicles instead of custom designs. Thus reducing the tutorial by 10% or 330 words.
-Engine: Added a popularity link for fuels into components.xml files.
-Gameplay: Linked fuel type popularity for electric vehicles. All electrics will now have the highest electric type's popularity.
-Engine: Optimized Historical Player Date information.
-GUI: Added 4 sub categories for the bottom panel which has more information for funds, stocks, debts, and expenses.
-GUI: Bottom panel information is limited based on how much screen width the player has.
-GUI: Implemented a Next Month Estimated Expense System which can be found under the expenses bottom panel.
-GUI: Implemented a warning button in the bottom panel when next month's estimated expenses reach over 10% of cash funds and higher than 50% last month's revenues.
-GUI: Added new expanded bottom panel to all "rooms" in the game.
-GUI: Added selection buttons in the office top panel so players do not have to memorize hot keys to open various windows.
-GUI: Players playing with more than 2000px width now have the option to pin/unpin the side panel open and closed.
"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