Post news Report RSS Skylimit Tycoon - Graphics engine redesign, AI

The graphics engine has been redesigned and we have started to implement behaviour for people. Some additional models has been added for restaurants and office.

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Our last months has been full of private matters that we've had to deal with, so we've not been able to work as much as we wanted with Skylimit Tycoon, but we will reveal some highlights.

Show hotel rooms with the new glass stairs

Redesign of the graphics engine

We have been doing a lot of refactor when it comes to the graphics engine. Some performance issues when building large buildings forced us to redesign how events are handled in the game. There are still some things to complete before we can move on with other tasks.

AI

Another focus has been AI, and implement population behaviours such as wake up, eat breakfast, go to work, eat lunch, do some shopping before returning home, etc. We have an algorithm working that let people eat and go home etc, but we need to extend it with much more options that are based on what each person would like to do. The AI is written in JavaScript with callbacks to the game engine, so it will be possible to do some modding of when we release modding support.

GUI

We're planning to add some symbols that describe where a person may enter, exit or enter and exit a door, escalator, elevator, etc when you place the item to help you see where people will walk. What do you think of the following symbols?

Show entry and exit points for doors, stairs, escalators, etc that are placed

Models

We've been making some models as well.

New models for restaurants, fast food and more company signs

  • Industrial kitchen counters, that will be used for restaurants and fast food diners
  • More office furniture
  • Fancy stairs with glass railings as you can see in the top picture.
  • A new escalator (still need to fix the animation before we add it to the game)

Preview of the new escalator, but still requires animations

We have also been working with some animations for people, but that is nothing that we will be able to show for a while.

Hope to see you in a couple of weeks again!

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rsdworker
rsdworker - - 205 comments

looks good but escalator size looks too narrow so maybe a wide one like in real life also i would like see more type of stairs like U stairs and L stairs - those common in skycrapers - usually fire escape is U stair

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kecon Author
kecon - - 16 comments

The map is based on tiles and each tile is 1x1m. The escalator's steps are 0.6m wide. I've researched that most escalator steps are between 0.8m and 1m wide, so yes, it's a bit narrow. It's a bit tricky to get the right dimensions in a tile based world, but I will try some other sizes later.

I add U and L stairs to the list.

Thanks for your input.

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rsdworker
rsdworker - - 205 comments

no problem i would love to make first mod - i would make large Resturant with toilets in and kitchen

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Vladiskov
Vladiskov - - 384 comments

anyway howwould modding work in there anyway o3o

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kecon Author
kecon - - 16 comments

The article "Skylimit Tycoon - JavaScript, modding and lighting" show some screenshots from the Mod Editor. You may create models in Blender (import as .blend, .obj, .fbx in the Mod Editor), more or less all game logic will be written in JavaScript with an API towards core methods. Mods are stored in a zip structure, but may also be tested as a normal unpacked folder structure. You have access to each person, room and item on the map. There will be some items that has some special methods such as elevators, stairs, escalators, doors, and other mountable items. We will publish an API documentation when we release the modding support, but we will probably not release that from day 1.

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Vladiskov
Vladiskov - - 384 comments

Thanks for answering :D

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