Presto

Today I’m happy to announce that after months of development, our PRESTO card app (Presto Card Checker) has now been officially released.

banner_presto

The app features the ability to check your PRESTO cards’ balances, transaction history, and any passes that you have loaded onto your card. The app also features an NFC quick-open feature that allows you to check the balance on your card just by tapping your card against your phone. (This requires a NFC-capable device).

 

The app can also be configured to send you alerts for when a card’s balance has gone below a set amount.

 

We hope that this app will make it easier to manage your PRESTO cards and ensure that you’ll always have enough on your card to travel.

 

The app is available for Android on the Google Play Store and will be coming to iOS in the near future.

Route 613

It looks like things have gotten a little derailed since last year.

To put things as simple as possible, CityKey has been shelved for the time being while we focus on other smaller projects in the meantime.

 

So, since the last update we’ve published an android app for the Ottawa region called Route 613!

device-2016-08-07-232311 Route 613 allows users of OC Transpo to easily and quickly check when their bus is coming as well as get the latest service updates from OC Transpo.

 

This post is being posted quite a while after the actual release of the app, and actually is closer to the first major update than the actual release. Within the next week, the update will be available for all users, so in the meantime go download the app and try it out!

Update #3

Well, I won’t say that the last 2 months (wow, 2 months already?!) have been the most progressive months, however a lot of work has gone into more “behind the scenes” things.

 

Such things include porting all existing Blueprint code for CityKey to C++ for further development. This change is being made because we feel that the performance gains from C++ will benefit CityKey in the end. This however, has meant that all further development has been halted in order to research and port all code to Unreal’s C++ API. However, this process is now almost complete which means that future development will include implementing new features!

 

Our current targets would like to see the game include a basic traffic simulation AI by the end of this year as well as a resources system working. This target of the end of the year will also include all past targets such as a proper game save mechanic, terrain, proper intersections, better street lights, as well as refining the time mechanic of the game. We will continue to provide updates on these goals over the next month and a half.

 

Obligatory Screenshot (All in C++!)

ObligatoryScreenshot

 

 

In other news, we have upgraded CityKey to UE4.10. In site news, we have implemented a new searchbar (which is still in the works) which believe it or not, works! So go ahead and try that out!

Update #2

Well, these updates are looking more like a bi-weekly thing now.

 

Over the past couple of weeks, I’ve been fixing up the project file for the new version of Unreal. Because of some of the changes, there were quite a few deprecations to fix!

 

In terms of new features, I’ve finally implemented curved roads!

Curved Roads

 

There’s still a lot of work to be done on them though. Some polishing up here and there and making them look even better!

 

That’s about all for this update. Next up on the to-do list are intersections, streetlights, and working on the day/night cycle implementation. So look forward to that!

 

Update #1

So, I’m thinking about posting updates maybe weekly or biweekly depending on what’s going on.

 

So, what’s going on with the game? Well, the breakdown of what’s currently in the game is:

 

Roads

Roads can be built. However the limitations of roads at the moment are that they can only be straight (a limitation of ue4, but the required feature is in the new version). They don’t have sidewalks, trees, or other little details yet, but I plan on adding those after curved roads. (Which should be in the next few months).

Buildings

The buildings are still very primitive. They’re a simple model based off of a cube I made in Blender with lame materials slapped on. You can snap them along roads and that’s about it.

Wind Turbines

Strangely, one of the first things I added were wind turbines. They just have spinning blades and flashing lights. That’s all.

Zoning

HighresScreenshot00022

The latest thing I added was some basic zoning functionality. Like in other city simulation games, you can zone road sides by painting. There are currently just 4 zones (none, residential, commercial, and industrial) but more will be added later.

Now, as for things that I plan on adding next:

 

Save game

Something I am currently working on, which is the ability to save your city. (should make taking screenshots easier)

Terrain

This one should be a really big challenge. Dynamic terrain in UE4! I’m the most scared about this since it will be a very large undertaking. Chances are it’ll use UE4’s procedural mesh components, or something.

 

 

And that’s what’s happening with the game at the moment.

 

EDIT: New new update to UE4 was just released which means curved roads should be a thing pretty soon!

The Launch Post

Hello everyone (aka no one yet)!

 

Welcome to the Llamabagel blog, the Llamabagel team will be sharing updates on the progress of our projects here, such as our first project, CityKey!

We’ve been working on CityKey since April and things are coming along pretty nicely…

In-engine shotIsn’t the sky nice?

The sky we are using is the Ultra Dynamic Sky which is available on the Unreal Engine Marketplace.

 

In the next few months, we’ll be updating our blog with our progress on CityKey, and other stuff too. So, if you’re interested, keep checking our blog for the latest news from Llamabagel!