Game Design, Programming and running a one-man games business…

Updates for Production Line. DLC coming & more

This is a round-up blog post covering lots of things:

Firstly some meta-stuff. I haven’t been super-frequent in updating this blog recently, and I also have been tweeting a lot less (in fact the wonder of analytics allows me to say my tweets are down 36% in the last month). I also un-followed a lot of accounts, I removed a lot of facebook friends, and I’ve quit some other online stuff. I’m trying to avoid the harsher, more serious, depressing net.

Frankly social media, and much of the internet in general is making me unhappy, and I’m reducing how involved I am with it. I have never been one of the ‘hip’ indies that knows everyone else, and I’m moving more towards being an ‘offline’ kind of person, for my own happiness.

Obviously that doesn’t affect tech support, PR, or blogging/tweeting about what I’m working on, so here we go…

NEW DLC! is coming to Production Line. I have not settled on a final name for it, but its likely ‘Design Variety Pack’ or something like that. Basically every car design in the game gets a duplicate, purely for cosmetic reasons. This is so you can have more variety in the game, and also so that you can more immediately tell which cars are the ‘expensive’ SUVs etc, without having to always resort to selecting a color for each design (Which I tend to do, but it feels a bit of a hack…).

Here is a tiny tiny short video clip of the new sedan.

And here is another tiny one showing we toggling between two designs of the same type.

All the code for this is now DONE, and I am thus just awaiting final artwork before I add this as a new piece of DLC. It has to be DLC because actually the art costs are PRETTY HIGH for this sort of thing, because it basically involves redoing a*all* of the car art for the game, as every new design variant may need a different position for each wheel variant, each seat, and so-on, and thats a LOT of art layers, modeled in 3D and rendered in 2 different directions.

In unrelated news, I’ve been working on some tweaks to the UI for the game, and the latest thing I added is this ability to toggle the showroom view to a ‘summary’ view that shows you how many of each car you have, rather than an endless stream of them. This is togglable with a button, but it auto-guesses which view to show you based on how full the showroom is when you first open that window:

I need to have that toggle in there to support both views because there is some functionality ‘lost’ in the summary view, as you then cannot select an individual car to see its views from customers, its applicable discounts, any defects or missing (uninstalled) features etc. Hopefully its all pretty intuitive and I don’t need any extra tutorial stuff for that? (I do worry about needing an extra tutorial window for that new toggle button for the DLC designs…not sure if its obvious or not…).

Anyway…thats Production Line stuff. I am also starting to help out full-time Democracy 4 programmer Jeff, who is doing great stuff on making the crispest, sharpest GUI for a positech game so far. (Its vector based, so smooth scaling and pixel-perfect UI is here!) I know Democracy 4 seems to be taking a long time, but it will be worth it, and we will have screenshots to show the world pretty soon :D

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