Your gameplay can now be saved.
[h2]Finally. The saves are in the game.[/h2]
I'm releasing a new build of the game to the default, public branch. From now on you'll be able to save your progress. With the help of community's testing I'm now reasonably sure the mechanisms work as intended. So - you can save the entire state of your gameplay, as long as you don't have any CAS deployed on the map, or the units on map are not engaged.
[h2]Any other changes?[/h2]
Beacuse this development took so long, I've also added countless small fixes to the game. Most of them related to scripts and AI getting lost in it's little plans, but also a bunch of optimizations to game behavior and physics calculations.
version 0.5.1:
* NEW: the game can now be saved/ loaded. You can have any number of saves you want.
* NEW: a summary window for all the people you arrest and transport off the map in your cars. You'll gain/lose relations points depending on if your arrests are legitimate.
* the screen resolution and other display settings were all moved to the settings menu of the game. No more launcher screen.
* optimizations: much less calculations needed for the cars' pathfinding (with exactly the same results as before, wether that's good or bad)
* optimizations: a huge reduction in CPU usage for the actors' actions and the way the actors on map scan their surroundings.
* fixes to the UI windows, sometimes ignoring the ESC key
* fixes to unnecessarily huge memory usage of some of the objects on the map
* switched to a more effective physics calculations solution
* optimizations of the objects' physics calculations
* updated to a more recent game engine version, which will translate into multiple fixes and optimizations under the hood
[h2]So what is next and will it take a year to materialize?[/h2]
Next - I'm gonna add a first batch of persistent, player-buildable structures. I'm thinking of some MG nests, sandbags, watch towers, some better traffic control checkpoints.
No other development in this project should ever take _this_ long to materialize. Saves were horrible to do, but they're now in. I will be adding new features to them every time I update the game in the future, but the bedrock of saving is now here, and thankfully will never have to be re-done again.
[h2]Also, some other changes I will work on[/h2]
The AI is very disappointing, oftentimes. Trying to fight almost face to face, and too weak to really be a threat to your units. I will work on various ways of fixing this, from giving your enemies better weapons, to make sure they hide from you a bit more effectively.
Other priority will be adding political elements to the village management. Local leaders, both aligned or opposed to you, and some more interesting interactions there.
I'm releasing a new build of the game to the default, public branch. From now on you'll be able to save your progress. With the help of community's testing I'm now reasonably sure the mechanisms work as intended. So - you can save the entire state of your gameplay, as long as you don't have any CAS deployed on the map, or the units on map are not engaged.
[h2]Any other changes?[/h2]
Beacuse this development took so long, I've also added countless small fixes to the game. Most of them related to scripts and AI getting lost in it's little plans, but also a bunch of optimizations to game behavior and physics calculations.
version 0.5.1:
* NEW: the game can now be saved/ loaded. You can have any number of saves you want.
* NEW: a summary window for all the people you arrest and transport off the map in your cars. You'll gain/lose relations points depending on if your arrests are legitimate.
* the screen resolution and other display settings were all moved to the settings menu of the game. No more launcher screen.
* optimizations: much less calculations needed for the cars' pathfinding (with exactly the same results as before, wether that's good or bad)
* optimizations: a huge reduction in CPU usage for the actors' actions and the way the actors on map scan their surroundings.
* fixes to the UI windows, sometimes ignoring the ESC key
* fixes to unnecessarily huge memory usage of some of the objects on the map
* switched to a more effective physics calculations solution
* optimizations of the objects' physics calculations
* updated to a more recent game engine version, which will translate into multiple fixes and optimizations under the hood
[h2]So what is next and will it take a year to materialize?[/h2]
Next - I'm gonna add a first batch of persistent, player-buildable structures. I'm thinking of some MG nests, sandbags, watch towers, some better traffic control checkpoints.
No other development in this project should ever take _this_ long to materialize. Saves were horrible to do, but they're now in. I will be adding new features to them every time I update the game in the future, but the bedrock of saving is now here, and thankfully will never have to be re-done again.
[h2]Also, some other changes I will work on[/h2]
The AI is very disappointing, oftentimes. Trying to fight almost face to face, and too weak to really be a threat to your units. I will work on various ways of fixing this, from giving your enemies better weapons, to make sure they hide from you a bit more effectively.
Other priority will be adding political elements to the village management. Local leaders, both aligned or opposed to you, and some more interesting interactions there.
tl;dr; You can now save the game.