[ARCHIVE] Road to Live Release

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Engine now supports drawing "subworlds", which represent adjacent lots. These are not simulated and only generate their sprite lists once, so they're quite cheap on gfx cards with reasonable fill rates. (at least these empty lots are)
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Engine now supports drawing "subworlds", which represent adjacent lots. These are not simulated and only generate their sprite lists once, so they're quite cheap on gfx cards with reasonable fill rates. (at least these empty lots are)
Really interesting addition to the engine, would be cool to see it when some houses are built and running at time. Also will be cool see house thumbnails at this point.
 
Those gray backgrounds around lots in TS1 and TSO are the only thing I really disliked in them, thanks for fixing it <3
 
but wait.... you start (if you bought it) with a 12x12 lot right? and later you can expand it blabla... how will that look then?
 
So how will the Lot Size Management work with this?

Most likely just the way it did in TSO. The lot starts as 12x12 and is moved towards the "front" of the property (i.e is aligned so that there's no space between the road and the lot boundary), and when you earn money you can choose to expand the lot size via the Property Mode.

Although given that not every lot will have roads now, it may cause some issues, especially with areas where the front has no road but other wise of the lot has roads.
 
Yep, small problem with the "front" direction. Lots will have to autorotate to the desired front, or be rotatable from house controls.
 
Would these cement roads be placed all around the world-map then? This seems exhaustive, what if there were road grids around the map as you've displayed, but if you were to purchase a lot *not* adjacent to a cement road, there would be a dirt road at the property edge, that wouldn't appear in the map view? Thinking out loud!
 
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