Their devblogs are really nicely written and you can tell they are extremely passionate about getting things right. In my experience that's a rarity now.
And of course, it's a brilliantly addictive game.
Their devblogs are really nicely written and you can tell they are extremely passionate about getting things right. In my experience that's a rarity now.
And of course, it's a brilliantly addictive game.
It's also an incredibly cool, interesting game design. If you like Factorio + Tower Defense you should check it out.
I'm not sure that, on the whole, robust and performant software can be put together by teams much larger than that.
I'd prefer a factorio over almost another UI.
I'm imagining a port of factorio's UI into most strategy games would be very nice, both from a VERY zoomable map, a clear research/progression tree. A few improvements could be made IMHO, but it's lighyears better than TF, CS, the Chris Sawyer set, etc.
Like Factorio it's incredible and makes me wonder wtf I was doing chaining together bullshit service APIs in my day job.
https://store.steampowered.com/app/392160/X4_Foundations/
The expansion packs have expanded the size of the game world considerably, making the whole thing even more amazing
[1] https://store.steampowered.com/app/255710/Cities_Skylines/
I was bothered by this problem so I solved it for my own city builder game, Archapolis (still very early development):
https://www.youtube.com/watch?v=7q0l87hwmkI
I can path 200,000 to 300,000+ units simultaneously to random destinations, with a bonus of utilizing all shortest paths between two points.
The paths are all cached for constant time path finding, but I figured out how to do so efficiently (both building and storing tree/graph)
I wrote a non-technical article here:
https://www.yesboxstudios.com/2022/04/27/all-nck-shortest-pa...
It's still leagues ahead of any other game I've played though.