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  3. Build Mode - Buildings [Devlog #4]

Build Mode - Buildings [Devlog #4]

Dear Manufacturers

Lately, we've made some significant updates to the Build Mode system.

Changes:
  • Build requirements and placement rules
  • Game pause on Edit Mode
  • Completely reworked UI
  • Structures and objects are divided by its functional category
  • Added rendered previews


Let's have a look at the first category!


[h2]BUILDINGS[/h2]

The buildings category contains all various types of structures and entrances which are fundamental for our plant.



You may ask, what's the purpose behind buildings?

First of all, we didn't want to restrict players to pre-made structures, so you have complete freedom in making your factory look the way you want!



Gameplay-wise it allows us to build zones inside, whether they are assembly, storage, research or sales HQ, providing necessary security and power (which are the features we want to explore and expand in the future). And also it is a great grouping tool. You can easily move and rotate your structures, keeping your objects and zones in place.

Other than the Buildings category, we got Assembly, Storage, Transport, Research, Sales, and Demolition Tool.





We will talk about those in the future devlogs!

How do you like new UI and improved Build Editor? Tell us what you think.
Join us in the comments and our official Discord server.

May the fuel be with you,
Pixel Flipper Team


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