The Road to Alpha, Week 29 - Exciting Times

Surprise!


What I did

  • Continued to work on traffic behaviour on multilane, merging and forking roads
  • Decided to live in another country for a year

What I will probably do next

  • Work some more on traffic and hopefully finally some other parts of the game again
  • Travel to that country (in 2 weeks)

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The Road to Alpha, Week 28 - You Cut Me Off!

This update is made possible by the power of taking a nap at 00:30 AM and then working some more.


What I did

  • Created car inspection debug tool
    • Shows current direct and adjacent obstacles of any given car
  • Implemented lane-merging vehicle interaction
    • Cars wait for a good opportunity to merge and sometimes let others merge

What I will probably do next

  • Implement additional traffic interaction scenarios (intersections etc.)

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The Road to Alpha, Week 27 - Front Lawn Freeway

Unneccesarily epic intro.


What I did

  • Made new roads delete buildings that are in the way
    • Only the actual building footprint gets taken into account, if a road just goes through lawn or parking area, the building will stay
  • Smoothened zone drawing - no strange artifacts anymore
    • Neighboring cities now grow according to regional demands and try to fix their own deficits
    • However, they do so very slowly, giving the player the opportunity to make use of temporary demand spikes for growth of their own city
  • Fixed basic multilane traffic behaviour
    • Cars can now consistently find paths and merge over multiple lanes

What I will probably do next

  • Implement more complex multilane traffic interactions

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The Road to Alpha, Week 26 - Commute & Competition

A slightly confused update.


What I did

  • Implemented commuters and shoppers from other cities
    • They are "fake" citizens that "live" at the connection point to the other city, giving them the full intelligent behaviour regular citizens have
    • Only the actually commuting or shopping neighboring citizens have to be simulated, the rest of the neighboring city can be simulated more abstractly
  • Made neighboring cities evolve and react to economic demands
    • Neighboring cities now grow according to regional demands and try to fix their own deficits
    • However, they do so very slowly, giving the player the opportunity to make use of temporary demand spikes for growth of their own city
  • Added a competition factor
    • Even after demand is perfectly satisfied, this will attract additional businesses and workers to compete for a specific percentage of all resources/job offers.

What I will probably do next

  • Continue balancing the economy
  • Work on multilane traffic again

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The Road to Alpha, Week 25 - Imperfect Knowledge

So much real life!


What I did

  • Reimplemented neighboring cities
    • They now work as "fake households" in "fake buildings" at the edge of the map
    • This lets me reuse code for normal households and buildings
      • Citizens could immediately start using them as workplaces and shopping locations and navigate there by car
      • Lots of specialized code for neighboring cities could be removed
  • Added imperfect knowledge to economic demand calculations
    • Fixed some unrealistic bottlenecks
    • Makes it easier to balance all kinds of economic parameters

What I will probably do next

  • Continue balancing the economy
  • Work on evolution of neighboring cities

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The Road to Alpha, Week 24 - Signs of Growth

Happy to be alive!


What I did

  • Continued working on multilane traffic behaviour
  • Started implementing higher building densities
    • Created simple building replacement scheme
    • Designed higher density residential building type: small apartment complex

What I will probably do next

  • Continue working on mutlilane traffic
  • More higher density building types
  • Connect microeconomics to neighboring cities

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