3 November 2015

Devlog 03/11/2015

Oh boy do I have a bumper update for you all today. My apologies for not updating this sooner than now.



Recently added is a main menu screen. the buttons are mainly for proof of concept reasons, and the underlying systems may be too work intensive to warrant creating for the May degree show.



Going forward, this map selection screen will remain for aesthetic purposes, with my follow-up goal being semi-procedural maps using UK Ordinance Survey data. This is incredibly long term and will probably not be in the May release of Bleak.



A minor addition to the buildings now allows you to do this, which is pointless, but it's fun to push the tiny people around, and at its heart, that's what BLEAK's about. Making life for your citizens as hard as possible, for whatever reason you want. In addition, everything's now aligned on a 10m grid, and buildings turn red if they cannot be placed, for reasons such as insufficient space, funds, resources and population. Later iterations will have a UI element to detail what's missing.



Some small steps have been made in terms of aesthetics, emission maps have been added, along with the shift to HDR rendering with a bloom image effect, the tilt shift's been increased but that's up for debate and finally, two greyboxes have been replaced with tentative final versions, the starting tier farm, and a claypit. The claypit was finished today, and on thursday it'll probably be made more shallow, to look more like a hole and less of a hollowed mesa.

And under the hood, changes have been made to the interactions between buildings and their relevant managers. Instead of the old system where the manager produced resources on occasion in numbers based on how many relevant buildings are present in the scene, the new system has the individual buildings running themselves, updating the manager on their own time. This has the benefit of making income and resource changes more responsive.