Yesbox - Metropolis 1998
@YesboxStudios
Recreating childhood pixel by pixel.
Im working on Metropolis 1998, a City Builder with: - 90s Aesthetics - Individual agent simulation, real time traffic - Customizable buildings - Interior views and more! Wishlist here! store.steampowered.com/app/2287430/
Terrain manipulation is now in game! 🏔️
Whatever the future holds (murky promises about AI "land of prosperity"), the few remaining constrained resources will reign and consume the gains. Marketing and sales will become kings. Everyone will still only have 16 hours a day to consume. See: ad spend for mobile games.
Stress testing: Rendering (max) 100K units and simulating all of them. There was a bottleneck with the A* setup I was using for indoor pathing that limited the number of units processed without causing FPS stuttering. This became an issue when I began batch-processing units…
TIL the default ZIP program in windows skips empty folders. TIL I shouldn't assume a folder I include with the game exists. Sorry itch.io users
I've been working through a backlog of assets. Here are the pond ones 🐸
I waited too long to add pillars. They look great!
Emergency Vehicles and vehicle lights at night. 😁😁
🔊Today I had some fun and experimented with sounds (post processed), simple GPU animations, and chill music. After launch I think it would be really cool to flesh out the sound design like this.
Bad road connections, traffic (in progress), and road condition overlays are in! (pending art)
More overlay/UI work. Some common issues are now covered: - Not enough workers - Not enough customers - Too many customers
More progress on the overlay. Buildings will have specific icons hovering above them to communicate problems
This was a very difficult problem! I've updated the ➡️local proximity demand/supply code to factor both distance AND net supply⬅️, so you can see the reach of your businesses! This shows the reach of your city's businesses before local demand "consumes" it, or when the reach…