Ho, ho, ho, CEO! If you celebrate Christmas, we hope you’ve had a relaxing couple of days, if you don’t celebrate Christmas, we still hope that you’ve had a couple of relaxing days. While you have, hopefully, been having theses relaxing days, we have been hard at work developing Airport CEO on a multitude of different areas. While Fredrik has been busy completing the transition to the new and improved building and grid system, Olof has been focusing on various different UI aspect including flight planner details, weather and development tools for testing isolated builds.
But before we get into it, we just want to make sure you’ve gotten our Holiday greeting!
Happy Holidays! #christmas #AirportCEO #gamedev #gamedesign #indiedev #indiegames #gameart #indiegame #aviation #madewithunity #unity3d pic.twitter.com/UZmuvj0Ezm
— AirportCEO (@AirportCEO) December 25, 2016
And on the forum we shared the night version as well.
The work with the new grid and build system continues. A lot of effort have been put into reducing unneccessary complex part of code and adapting all objects to the new changes. As we have said before, this is a lot of “under the hood” changes, which can’t really be seen from the game perspective other than improving the overall performance. As we’ve said, what we are doing is essentially resizing all buildable objects as well as all simulated agents which sums up to just about… everything. While this process might be monotone and tedious it should not take too long for us to finish off the transition as we expect all objects to be back to normal by the end of this development week.
Up to this point we’ve been building and testing ACEO in the game engine editor but as we move closer to a playable build we need proper tools to test without the aid of the editor’s console. For this reason we’ve implemented a development action panel and a development console that serve different purposes, the console is used for printing logs (errors, exceptions, messages) and we also gave it features like log type sorting, cheat codes and function keywords like ‘set time 14:51″.
The development action panel highlights various bool values as well as enabling quick and easy spawning of agents in various stages, essentially functions that are too long and complex for inputting in string format.
As you can see, we’ve done a lot more on the weather system. Snow, sleet and hail has been implemented and we’ve scrapped the old system where precipitation was rendered sideways and changed it to top down. This made a lot more sense from a simulation perspective, gives a really cool depth feature to the game and allows us to more realistically play with factors of wind. The next step is properly implementing fog and the fusing the simulation of the precipitation into the existing weather controller and the generated weather data. More on this next week!
All right, that’s it for this week. Hope you’ve had a good one and once again, Happy Holidays and Happy New Year! This is the last post for this year and when we see you again it’s 2017: Can’t wait for that! See you soon and fly safe!
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