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  3. Worldwide Rush | Blogpost 6

Worldwide Rush | Blogpost 6

[p]Hi everyone![/p][p][/p][p]As promised, a new build is live. More and more work is shifting to the full release, but there should be bigger demo builds apart from fixes going live until then. I feel that the game got more substance and weight without adding complexity. Our goal was always to provide an entry title to the transportation tycoon genre, not too difficult, but complex enough to be engaging and attract new people who hopefully will fall in love with the management these types of games offer.[/p][p][/p][p]Note, that this and previous updates are available.[/p][p][/p][h2]Visualizations[/h2][p][/p][p]New visualization graphics are finished. The last bubble visualization was much more performance heavy and it lacked features. Now having a ship do Magellan (or more accurately Juan Sebastián Elcano), the game will create a visualization with almost 0 performance hit. In the above example, we can clearly see who wants to go to the city and where people are leaving, thickness and color show traffic and fulfillment respectively.[/p][p][/p][h3]Indirect Passengers[/h3][p][/p][p]Cities and vehicles will now show all indirect paths people are taking and are going to take. No more guesswork if passengers will use another city when wanting to reach their destination. Just hover over a destination, and it will show the closest possible path passengers can take.[/p][p][/p][h3]Items of Interest[/h3][p][/p][p]If you are hovering over something in the UI, then the game will show where in the world these things are. In the above example, I was hovering over a route, and the game shows me destinations together with vehicle locations. No more lost vehicles inside a city. Cities will also now have a button that shows all vehicles and routes in that city.[/p][p][/p][h2]Custom Road and Rail[/h2][p][/p][p]No more straight roads. From now on, roads will adjust to go alongside rivers and mountains, searching for the cheapest and most natural-looking road, based on where you are building it. At this point, I want more detailed roads to make this system even more fun, but oh well.[/p][p][/p][h2]Some Planes[/h2][p][/p][p]Here are some planes that were made, with a demo plane to compare. Sadly, we can't linearly scale them up because the biggest vehicles will be too dramatically big in the game. But it looks alright. The plan is to have 30 different planes in total, 24 are done at this moment.[/p][p][/p][h3]Vehicles Balance[/h3][p]All vehicles have been rebalanced. Some have more significant changes, while others smaller ones. Basically, our main goal was to make them more different, for example, some vehicles generate more profit, but require more passengers and are more expensive initially. Nimbus planes are better in general for low tiers, but only go up to tier 3 and so on. Now we are balancing everything with the whole vehicle collection in mind.[/p][p][/p][h2]Changelog[/h2][h3]Bugfixes[/h3]
  • [p]Multiple crash fixes relating to AI[/p]
  • [p]Fixed vehicles jiggle[/p]
  • [p]Fixed ram usage issues[/p]
  • [p]Fixed all indirect passengers are being marked as going back home[/p]
  • [p]Fixed connect the whole nation task not working[/p]
[h3]Changes[/h3]
  • [p]Made a dropdown with a text box, always focus on the text box for instant type support if using a keyboard[/p]
  • [p]Made cities remember their starting level and not go below it[/p]
  • [p]Made traveler's traffic button more visible[/p]
  • [p]Reduced passenger generation per destination[/p]
  • [p]Reduced destinations max level from 20 to 4[/p]
  • [p]Reduced city destination level up threshold[/p]
  • [p]Reduced easy and normal AI difficulty[/p]
  • [p]Reduced train station servicing cost[/p]
  • [p]Reduced train stop time from 15 minutes to 5[/p]
  • [p]Increased max zoom in by 3 times[/p]
  • [p]Changed how city names are drawn[/p]
  • [p]Improved vehicle camera tracking to account for height[/p]
  • [p]Updated how destinations are being chosen, prioritizing capitals and randomly marked cities[/p]
  • [p]Rebalanced vehicles to make vehicle companies more distinctive[/p]
  • [p]Rebalanced trains, allowing them to be more competitive at the beginning[/p]
[h3]Additions[/h3]
  • [p]Added rolling average for destination fulfillment[/p]
  • [p]Added city destinations animation[/p]
  • [p]Added new paths visualization[/p]
  • [p]Added a system for custom roads to auto-adjust to the terrain[/p]
  • [p]Added ability to change vehicles route in the UI[/p]
  • [p]Added a city button that shows all vehicles and routes in the city[/p]
  • [p]Added route visualization when opening a route UI[/p]
  • [p]Added list hover visualization for countries, cities, vehicles, companies, hubs and routes[/p]
  • [p]Added more cities[/p]
[p][/p][p]It is getting more and more tricky writing changelogs, what goes to the demo and what does not. Only a few more months to go.[/p]