A quick update


Sorry for the long silence, there just hasn't been much to report - but hopefully that should change soon. The same issues I discussed in my last update are still the cause for the lack of updates: I've been working on unglamorous behind-the-scenes features, and at a slow pace due to my day job. 

That said, I will hopefully be soon able to show off at least a bit more. I am trying to pivot development to focus more on core gameplay for at least long enough of a stretch to start publicly showcasing things - or at least having current screenshots! I've finally got the map shader to a shippable state, and cities are being loaded into the map. 

The next step is to be able to dynamically present the cities. Basically, the problem right now is that because I've decided to represent every city in the world (with over 100k people, plus regional capitals and largest regional cities and a handful of other notable cities which fall below this threshold), that represents distinct in-game objects for over 4000 cities. This, unsurprisingly, causes the Unity engine to slow down considerably, by which I mean it chugs. The plan to deal with this is to not have all of those objects on at the same time, because they never need to be. Instead, I'm just going to have the cities active if they're in the region the player is currently looking at, or in that region's neighboring regions. 

Once that's in place, I might even be able to release a limited demo version of the game where you can explore the world map, if anyone would be interested in that. I'd like to have that ready to go by the end of the week - assuming I can manage to refill my ADHD medication, and my other hobbies don't distract me.

Comments

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Please sign me up for any demos. Even alpha testing would be good. 
Apart from these updates is there time for you to complete the 'Meet the Conspiracies' series? And maybe a write up of the proposed game mechanics - just to keep us hungry for a release.

P.S. I still think you might be overdoing it with the geographical bits. Will the game really need that amount of detail?

Will it need it? No. But it also isn't truly consuming any work time that would have gone towards any other aspect of the project, it's something purely for my own enjoyment. 

And geez, I didn't even realize that I haven't gone into much detail about the game mechanics. Guess I know what the next blog post should be!

well, you kind of touched on mechanics with the Group explanations. I guess what I'm asking for is a spoiler! Do I still want that? Let me think...umm. Yes.

Gary B

What's your Discord?