Progress Update 12-04-2020


It has been a little over a week since I released the first public build of Supply Chain Tycoon. In the meantime I have been working hard on fixing, upgrading and adding things. Here is a short list of a few things I have been working on.

Colliders Wheat Farm and Apple Orchard
One of the comments I received was that you could just drive through the Wheat Farm and the Apple Orchard. I have added colliders to everything where it was needed, so you have to take the long route again ;)

Upgrades to the 3D art-style
The 3D art-style I want to go for, is the style of the Polygon packs from Synty Studios. I have now upgraded the starting house and the roads with models from these packs. 

Vehicle and Player Controllers
While working on the new feature (more on this later) I ran into the problem that it couldn't work together with the vehicle controller I was using. So I have now started working on my own vehicle controller, based on the vehicle controller in the Unity Vehicle Tools and the Unity Standard Assets. This means the controls will feel very different from the first build, and will also work with different keys. But by moving away from the vehicle controller I was using, it also meant I had to use a different Player Controller, so for this I now use the Player Controller from the Unity Standard Assets. 

Scaled up the whole world
When I started using the new Player Controller, I noticed the world was scaled incorrectly, so I have scaled up all the buildings to a more appropriate scale. This also means there is more distance to cover. 

New Feature
The most important new feature I am working on at the moment is having staff. I have already implemented hiring and firing people, now I'm working on making them do something. This is where I had the problem with the "old" vehicle controller, I couldn't implement AI behaviour to that easely. Now I have the first things working, like following a path.  The next step is loading and unloading the goods. 

While working on all these things I have also optimized and rearranged code where possible or necessary. I am hoping to bring out a new build later this week, with the first implementation of managing staff.

Thank you for following this project and please let me know if you run into things or have additional feedback!

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