Devlog #65 - Demo feedback, Hotfixes, results - TRUCK BUG fixing/changes - StoreSystem-Dashboard - Price - Industry Upgrade cap- change - Sounds overlapping bug -

 *****Demo results! Feedback, fixes, Truck Bug - major bug, small fix, Store dashboard, industry upgrade cap -  sounds overlapping bug*****



Fest and demo results!!

My analysis (just personal opinion haha) - Since this is a quite niche game, the big percentage left in 10minuts or after, but there were also some players that really played the game long and gave an amazing feedback!!! Thank you so much squidpie and deepCapital for your feedback and ideas!  

Special thanks to squidpie, for thorough testing and feedback on fixed mechanics! You rock dude! 

NOTE: I have not paid nor was interested in marketing my game..spent time actually making it instead :D , so all of these results are because of the festival and luck i guess. Thanks! 







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BUG : trucks switching between stores : cause : MarketSystem was changing order for the stores on the main city.cityStores list..instead of making another separated list for the stores only. Then , when the list was changed based on attractiveness  the trucks would deliver goods to the wrong store.


-Essentially, when the second store was opened in the same city, the city reorders stores based upon the attractiveness of the store. each day the attractiveness woudl change and the store would change index in the city.cityStores list, which would result in trucks sending goods to wrong stores..

before:

   private static void ProcessMarketSales(ref CityState city)
    {   //sortiranje prodavnica po atraktivnosti
        city.cityStores.Sort((a, b) => b.storeAttractivenessScore.
CompareTo(a.storeAttractivenessScore));

As the trucks use main list of city.cityStores, that was the issue.

Fix, we create another list then we use that one to calculate sales in the.

 //redosled prodaje po atraktivnosti, sortira se lista INDEKSA, cityStores ostaje netaknut
        List<StoreState> stores = city.cityStores;
        List<int> storeOrder = new List<int>(stores.Count);
        for (int i = 0; i < stores.Count; i++) storeOrder.Add(i);
        storeOrder.Sort((a, b) => stores[b].storeAttractivenessScore.CompareTo
(stores[a].storeAttractivenessScore));


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Sound overalapping, Clock/Message/or triggered wrong : Solution - separate 2 sound outputs, for clockTicking sound as well as sfxSource. Music was already on a different audio Channel. 

added separated sfx for the clockSound , 

    public AudioSource sfxSource;
    public AudioSource musicSourcePlayer;

    public AudioSource clockSfxSource;


And then in gameSettingsManager we use applySfxVolume, only now we apply to both outputs, which is sfxSource for everything else, as well as now for clockSfxSource 

  public static void ApplySfxVolume()
    {
        GameSettingsState state = GameSettingsManager.Instance.gameSettingsState;

        //ako je bool muted - stavi na nulu
        if (state.sfxMuted)
        {
            AudioPlayer.Instance.sfxSource.volume = 0;
            AudioPlayer.Instance.clockSfxSource.volume = 0;
        }


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Balancing : State factories have no growth limit, and would grow till the max tier, which would render player need to construct factories unecessary. So, we limit the max tier for local state factories by the tier of the city. 

    private static void HandleStateUpgrade(ref IndustryState industry, CityState city)
    {

        if (!industry.isProducing) return;

        if (industry.industryTier >= IndustryTier.IndustrialComplex) return;

added this:

        if((int)industry.industryTier >= (int)city.cityTier)return;

So it never goes further untill the city grows by the tier. This way we simply limit the growth with the max tier of the city Tier.

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Other fixes, balancing product prices, balancing some products size/weight.


Thanks a lot again!! This was a very sucessefull DEMO , which gave me the will and idea and drive to keep moving forward and finish this game!! 




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