I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result.
The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed.
I have done a lot of small things to optimse the game and fix things i coudend test till now
This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.
I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result.
The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed.
I have done a lot of small things to optimse the game and fix things i coudend test till now
This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.
I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system.
I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now.
You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web.
The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way.
I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system.
I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now.
You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web.
The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way.
I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed.
The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay.
The starting secunce now has a couple of steps:
I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed.
The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay.
The starting secunce now has a couple of steps:
I have fixed the vehicle pathfinding (mostly) and I have made the construction system.
I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix.
It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built.
I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do:
So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore.
I have fixed the vehicle pathfinding (mostly) and I have made the construction system.
I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix.
It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built.
I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do:
So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore.
I’ve finished base building and am now working on the factory UI.
I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished.
Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button.
I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories.
I’m pretty sure I am gooing tho finish it this weekend. What’s left:
I’ve finished base building and am now working on the factory UI.
I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished.
Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button.
I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories.
I’m pretty sure I am gooing tho finish it this weekend. What’s left:
I’ve finished the trading system!
The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first.
I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement.
Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it?
Do you think I’ll still be able to afford the Framework 13 if I release it now?
My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update.
I’ve finished the trading system!
The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first.
I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement.
Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it?
Do you think I’ll still be able to afford the Framework 13 if I release it now?
My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update.
Got the backend for the trading system done and overhauled the UI to go with it.
I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system.
Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool.
I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update.
Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol
Got the backend for the trading system done and overhauled the UI to go with it.
I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system.
Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool.
I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update.
Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol
I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics.
The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory.
It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed.
I’m still wrapping up the final details of the docking path system before moving on.
My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion.
After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages.
I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes.
I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics.
The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory.
It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed.
I’m still wrapping up the final details of the docking path system before moving on.
My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion.
After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages.
I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes.
I’ve built a system for placing factories in the world.
Turns out it’s an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied.
I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesn’t work if you want them all to connect to factories and to each other. So now they’re all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors.
I’ve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. I’m planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch.
It’s going to be close. I’m not sure I’ll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, I’m not going to rush it. I’d rather ship a week late than release something that gets 5 SD/h because it isn’t polished.