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!