Post news RSS Project_BuildTutto Development Update 12

In this series of updates I'll document the development process of the game in detail, post timelapse videos of the work, and talk about some features...

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Hello everyone!

Stefano here with another Project_BuildTutto Update! This week is a sort of "Part 2" of previous week since I kept working on the liquid system and completed some work left to be done. Here you have as always the timelapses and the changelog (Forgot to record on Monday and thrown away in anger Thursday's video because nothing cool as been done, only bug tryharding).

Screen Shot 2018 02 01 at 8 24 0

As a new thing, here is a small "stats recap" of this week. I’ll keep doing this in the next updates so let me know what you think about it!

Screen Shot 2018 02 02 at 9 18 1

LiquidController sections

Like cables have ElectricalGrid class to manage all their connections, Pipes have the LiquidController class to manage all their behavior. It's a slight improved concept from the ElectricalGrid class which instead of creating an instance for every interconnected section of pipes it is just one static class which holds a vector of sections and manage all the stuff from there.


It's a bit more complex to code and setup but once that it's done is easier to maintain and to work with since the major work is done by the class itself without asking too much information to the Level controller class (Which is the one that holds all the information about every object instantiated in the current level). I still need to code that sections will be separated with pump pipes and filter pipes to further enhance the visual effect of it, will be done this weekend.


Each section will be shown with a different color in the LiquidView Mode, this way it will be easier for the player to see what is connected with what and hopefully it should help him to avoid the liquid Waste problem.

Liquid waste and FilterPipe

Speaking of Liquid Waste: it is now officially in the game. To quickly recap what it is (I wrote about it in the previous update): it is a special liquid type that will be useless to the player and it will be generated when two different liquids meet inside a single pipe. This will force the player to carefully think about his pipes design.


To help the player in this job, the Filter Pipe object made its appearance. This will be a special pipe object that will be a useful tool in the complex task of designing the pipe system. This object can be connected in all its four sides like normal pipes, but it can also be configured choosing what can accept as an input and what as an output. This configuration process can be done through an handy little window and each side can be configured with up to 3 different inputs and 3 different outputs.


Another little cool thing is that now the actual liquid is visible inside of the pipes in Liquid View mode, this will also help the player to visualize what and how much liquid is inside a certain pipe.

GUI Windows improvements

You can see in the previous gif that a part of this week was spent to improve a little bit the GUI interface. Small tweaks aside, a big change is that now windows can have title bars on top of them which can be configured, customized, and even dragged around! Now you can rearrange windows just like you do in your favorite OS!

Keep in touch

If you are curious to see how things will go feel free click any of these links to join our community:
Discord Server:
YouTube channel for Timelapses:

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