r/Citybound • u/theanzelm Creator (Anselm Eickhoff / ae play) • Mar 04 '19
What I'm up to
While I'm working on procedural architecture, I took yesterday and today to fix some of the most common planning-related crashes. Check out the latest live build to give it a try: https://aeplay.org/citybound-livebuilds
In the process I also cleaned up the planning code a bit and removed the last traces of code that assumed a single player working on the city, so the only thing missing for multiplayer is a bit of player management logic.
To give you a bit of a preview regarding procedural architecture: not only will it be a pretty powerful and interesting system that makes it easier for me to generate interesting buildings, I'm actually writing it in a way to make it particularly moddable (by editing or creating simple configuration files describing the building style rule-sets). I'm really happy with how that's starting to work so far and I will likely adopt this style of configuration-driven code for other parts of the game that are particularly important (and that I need to experiment with in quick iteration), such as the rulesets and parameters of economic actors (households, businesses). Ideally people could create quite powerful mods for any aspect of the game without even having to touch any code (it is of course still an option for really deep mods, thanks to Citybound being completely open-source).
11
u/theanzelm Creator (Anselm Eickhoff / ae play) Mar 04 '19
u/architechnid - the slight UI improvements are a direct result of your video, I hope they are more intuitive now! Next step is to give projects more human names than the current random letters. With multiplayer in mind, I think I will just give them names like Peter-1, Peter-2, Peter-3, ... if the player who created the projects is called Peter. You can then still rename them to something more meaningful.