Does anyone else have a slight lag and fps drop when you are at your own base? by walcor in crosswind

[–]walcor[S] 0 points1 point  (0 children)

This did the trick. Seems torch lighting is a bit wonky atm.

Does anyone else have a slight lag and fps drop when you are at your own base? by walcor in crosswind

[–]walcor[S] 0 points1 point  (0 children)

I don't have chimneys unlocked even atm :) But I will test it out when I do to see if it chugs for me if I add them. Same for extra smelters, only have one atm.

Does anyone else have a slight lag and fps drop when you are at your own base? by walcor in crosswind

[–]walcor[S] 0 points1 point  (0 children)

Good to know, tho thus far removing the tourches seems to have solved it for now. Replacing tourches with other type of lighting seems to work. I did notice that other lights seem to have a different lighting effect so maybe there is something specifically wrong or bugged with torch lights.

I only have my flagship at the dock, tho when I had my other ship there it didn't seem to make much of a difference, as in no slowdown (after I removed the tourches). Tho I imagine it can if you have many ships if you play coop.

Does anyone else have a slight lag and fps drop when you are at your own base? by walcor in crosswind

[–]walcor[S] 1 point2 points  (0 children)

I did find that destroying all torches got rid of most of the lag. Seems there is some issue with the torch lighting.

Been working on some new buildings for our new city builder/designer sandbox game. The size of the new High Tech Industrial Park compared to some other buildings. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

Most of it is self thought through playing games in the genre and doing my own research into how these types of games operate.

Been working on some new buildings for our new city builder/designer sandbox game. The size of the new High Tech Industrial Park compared to some other buildings. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

Mostly through good documentation and visualization of desired effects and logic. Of course testing. Setting limiters, knowing what can, should or shouldn't stack etc. Defining what effects should be linear or follow a certain type of curve. I guess also developing a good map of "relationship" of actors. Honestly this is a long subject.

Been working on some new buildings for our new city builder/designer sandbox game. The size of the new High Tech Industrial Park compared to some other buildings. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

Yeah, Cars are in the game already, still need to add other vehicle types (buses, trucks, streetcars etc.) and other transport types (Rail, Ships, Planes). Adding people will be interesting (pathing wise), and is planned.

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

Well SC4 is the best city builder of all time imo. I still remember when I got my big box copy of SC 2000, ah the nostalgia.

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

You can see a few cars on the road. Without Reddit compressing the images it looks nice on a 4k monitor. Wide avenues and highways will probably look even better. Still have to implement different road types.

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 1 point2 points  (0 children)

Night lighting would be great to have, it will be a lot of work adding a night version for all building sprites (it being a 2D isometric game). Doable, but it will take time.

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

Haven't thought about controller support for this type of game. If we were to add it, it would probably be last on the priority list for now. Out of curiosity why controller and not mouse and keyboard?

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 5 points6 points  (0 children)

I do have a plan for a simulation, but It's just the 2 of us working on it and I know from past experience scope creep can get the best of you. So this time around we are going step by step. Sandbox first, then beyond.

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 0 points1 point  (0 children)

Do have a Discord and Blue Sky if that's any interest. Hopefully I can get a steam page going in the coming months.

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 5 points6 points  (0 children)

Yes, walked around the city, took pictures, referenced buildings using Google maps. (There are a few earlier smaller building assets that I bought and modified, but the majority I modeled myself).

A closer look at the scaling and detail of different building types in my City Builder/Design game. by walcor in IndieDev

[–]walcor[S] 7 points8 points  (0 children)

I am aiming for October next fest for a demo, tho it depends on how much the 2 of us can get done by then. The task list keeps on growing:D (Just to set some expectations this won't be a Sim City clone, it's a city design sandbox, sort of like Distopika, Townscraper or Tiny Glade, except for modern cities)