New menu and feedback system #18
As part of continuous updates and making game feeling more intuitive, rework has been done by changing general main menu, adding bug report and feedback system.
Implementing ingame feedback system over to discord #17
As the process of streamlining game mechanics, with first pre-alpha test received feedbacks, it is clear that that ingame feedback and bug report systems are important.
Adding wall passage segments, basics floors and few extra visual bit #18
Hey,
In this next vid I would like to showcase a bit more about wall building and auto floor generation.
Stress testing of 5000 and 1000 inhabitants #16
I was curious, what will happen if I spawn 5k inhabitants in area of 300x300m.
Well performance is not good. But it is fun and useful to see possibilities and limits.
Building On Multiple Land Plots Test #15
Here is the sample of building rooms in multiple land plots. There may be observed constrains, where things can be built, once land plot is selected. Future mechanics may for example require purchasing of land plots, and of course add cost of building walls etc.
Save and Load mechanics in works #14
Atm working on core mechanics, for loading and saving game state. It is quite a bit of work, as I want to take performance into consideration. There will be lot of debugging ahead of me.
Land Plot Constraints Testing #13
Previous vid was more focusing on building. In this one, is about to showcase an idea of land plot, which constraints, where things can be built. Interesting point is, land plots can be of any shape.
Atm doing boring math stuff, that need to be done #12
Atm working on some math stuff, which is less to show anything, but need to be done.
It will probably take few more days, before anything interesting to show, in terms of progress.
Just working slowly on basics bulding grid #11
Idea is of very crude basics grid building mechanics.
Experimenting 10 thousands of items in households, for fast lookup algorithms #10
This is more an experiment.
Basically this test purpose is to simulate 10 thousands of created items in the world of various categories, like Fridge, chairs, or TV. Then I test algorithm, which effectively assigns to plots, premises, and rooms items that belongs too. Fast algorithm optimisation, allows for fast lookup for items.
UMeFate Sim Prototype: Lua spawning agents – Imagine you can mod smost of game logic from lua #6 CloneLife Sim Prototype: 1000 characters Lua controlled performance stress test with pathfinding – Mid end PC aiming for 60FPS stabilityUMeFate Sim Prototype: Lua spawning agents – Imagine you can mod smost of game logic from lua #9
This is one of many performance tests I conduct recently, as primary focus.