Did you know it costs more to remove a road than create one?! Strange…
Finally have a working economy in the game now!
It’s VERY unbalanced. You WILL become very rich. And residential is currently useless, and everything just has a set employee count for now. But that will change soon, and we’ll make the game intelligent. Also the game clock is currently in the Finance Manager which is a little odd so maybe I’ll fix that later.
But, I have used actions & delegates to optimise the game handling of the ridiculous amount of scripts for each building that will be running once the cities become larger and larger. Created a UI manager to update the script, which uses the above actions & delegates from the script manager. Created a Finance Manager which led me to have to recode GridManager for monetary support, but that was honestly less painful than it sounds.
I also spent a considerable amount of time debugging last post’s Zoning. The code has multiple ways of producing a building and this caused me to have to go back and go through all of the code line by line to figure all the pathways out and debug it eventually.
And yes, as promised I made it cost money to zone. Every action, such as creating a road and destroying them cost money and using my amazing research skills of using the first google result, destroying a road costs double placing a road!
I think I should sleep. See you soon!
Comments 2
looks so cute :O
peaked
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