Devlogs
Build Update 2024/02/27
Posted February 27, 2024 by YesBox
== Metropolis 1998 - Late February/March 2024 release ==
Major Updates:
- Units can now use sidewalks and can walk to work! Unit must be able to reach destination on sidewalk to walk.
- Added mixed-use zones & buildings! You can now create buildings with businesses and apartments
- Blueprint backend code is now in alpha! The goal was to get this work done so your blueprints are not lost when the game updates. This isn't a promise that it wont happen again, but it's very unlikely. Saving your creations is very important to me!
- Blueprint GUI preview is now outputted in isometrically when camera is isometric
- You can now export and import blueprints. Share your creations with other people!
- Filter blueprints by density
- Added camera rotation!!
- Wild object placement (place item outside zone too!)
QOL & Minor Updates:
- Apartment building blueprints now displays apartment total, not bedroom count
- Show which building and apartment a unit owns on click
- Added more hot keys for various action states. Pay attention to the tips at the bottom left corner of the screen!
- Blueprints search for road to connect to will only check driveway connection now, instead of any driveway tile
- Added hot key to output original blueprint as created by the player
- Blueprint items are now grouped and randomized as a whole. e.g. 10 same colored chairs will all change to a new random color
- Blueprint windows are now randomized in groups, in case player used more than one window type
- Started implementing backend localization for other languages.
- More assets added to the game
- Fixed loud wind noise on game launch
- Started replacing internal code names with read-friendly text when moussing over stuff in game
- Delete unit from game
- Units scheduled has a random delay trigger
- Cars wont be deleted when repathed while in an intersection (EXCEPT when loading from save file)
- Camera panning in isometric mode matches perspective
- Added pagination to both blueprint GUIs
- Replace all windows in buildings now replaces all windows of clicked on type
Bug Fixes:
- Centered current floor text properly
- Subdivision boarders output properly, and remain on top floor if active floor is higher
- Fixed inability to duplicate floor & update wall types when walls were partially visible
- Fixed wrong subdivision (i.e. apartment) count caused by deleting rooms
- When placing subdivisions after driveway is connected, they weren't registered by incoming units. Now they are!
- Fixed bug where zone_ids were being stored in incorrect road edge when blueprint touched 2+ roads.
- Fixed top down blueprint preview drawing order. e.g. floors were drawing over objects
- Fixed bug where stairs were not fully deleted when expanding room deleted existing stairs
- Fixed blueprint message spam when bad placement
- Added missing object variants. Some blueprints outputted the same object every time
- Fixed top down chairs being centered on tile, which did not match isometric version
- Fixed bug where zone_ids were erased when bisecting road from road edge, preventing driveway re-connection in some cases
- Fixed wall height issue when placing/deleting rooms
- Fixed curved pavement tiles not outputting
- Fixed pathfinding bugs
- Clicking on zone will now also pull up building UI
- Fix update interior/exterior E key toggle not updating texture
- Fixed room placement bug which may have prevented saved games from loading. When replacing an entire lower floor with new room, sometimes not all walls would delete