1. Skid Cities
  2. News
  3. November devblog

November devblog

November has been so busy that I'm getting to write an update blog post only now. I've added a bunch of new stuff to the game: wasteland, a new UI, and a new dystopia mechanic. Let's take a look!
I also created a devblog video with this update:
[previewyoutube][/previewyoutube]

[h2]Wasteland[/h2]
Your factories will produce toxic waste, and you can store it in the wasteland. I made it so you can expand it indefinitely, and I also added some cargo ships that will bring the waste from your factories to the wasteland:

You don't need wastelands at first, but if you want your factories to prosper, you will somehow need to decrease the toxic waste lying around. Either by scattering around your factories or by building wastelands.

[h2]New UI [/h2]
I wasn't satisfied with the yellowish UI that I had, so I changed its main colors a bit:

Now it looks a look better. The UI is a big part of the game, so I expect to keep iterating on it.

[h2]Dystopia/Utopia mechanics[/h2]
Based on how you structure your city, parts of it will be considered utopian or dystopian. They are both valid options with different outcomes and influences. You can decide and structure your city how you want. For example, building sewers near residential areas will increase the dystopian score of these buildings.


What do you think? Leave a comment with your ideas and what you would like to see in game!