UI, filters, overviews, QoL, bugfixes, etc.


added government tab overview with fancy pips to see at a glance the entire policy, click the buttons to scroll through the list and highlight them (also scrolls game page outside of fullscreen for some stupid reason, that's a bug). It will seem like overkill but the overview icons might as well do 'something' if you click them, and it will also add frictionless scaling if the list of governance parameters becomes larger. 

also added building list filters, a fancy popup widget with toggles for filtering by resources and city stats, as well as a filter style for [ANY/ALL] (notably the 'ALL' is a type of search requirement that will rarely find specific production combinations in the currently limited number of buildings, because by design the number of stat/resource combinations scales exponentially as each one is added, so 'any' is the default)

also added intuitive numbers to the research dropdown, such as (X)building name, where X is how many you have and is invisible if you don't have any, which serves as a mental shortcut for quickly parsing the list to see the most relevant buildings to select for research tech. 

also added a little caution sign to the [build] buttons for buildings where you are missing the upkeep requirement (ex: you can build a forge while having 0 iron ore, and it will warn you about it with caution sign and tooltip)

also changed the resources bar rate of change display to be hourly, in sync with everything else in the game that shows x/hr. The last version was x/day on the resource bar specifically, which required extra mental calculation for conversions for basically no reason other than a vibe. This version will at a glance appear to have significant rebalance, but it hasn't been balanced yet, and the production rate change is from this 24:1 conversion, which is mostly an illusion. Additionally the rate of change is intended to act as an 'observation' of the rate of change rather than a predefined attempt at calculating it, which means it is a catch-all for all levels of complexity influencing rate of change, no matter how many systems or effects are added. Simply by observing the rate of change and a few tricks near its bounds, the UI can display the green/red +/- values without any calculations needed. This should now include things like market trading, which was previously using a 10x rate of trading speed placeholder from testing, and did not affect visible rates of change at all, creating situations where the number is green and positive even as it diminishes into a shortage. 

also there are some minor improvements to invasions and bugfixes but I am not going to write detail of everything here. 
on some level, this post is just an excuse to test how these image attachments work. 
(seems like 'cover images' for these devlogs are rarely visible anywhere)

Files

itch_stage_gaekczv8-itch-20251120-065500.zip Play in browser
8 hours ago

Get gCity - planetary city survival sim

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.