Become a SeaPort Manager!
It's easy: Build cranes, streets, more cranes, conveyor belts, avoid truck traffic jams, build more streets, and by no means do not fill the last access to the sea with earth - you need the incoming ships.
Plan your container zones properly, take care about resources to be received from all over the world and do not mix up the container destinations - maybe some kids are waiting for their presents.
In other words, try to not to create too much chaos ;-)
The ultimate goal is to load the biggest container ship on earth, "THE MEGALODON" in the shortest possible period of time.
SeaPort Tycoon brings you back to the days of some fancy, isometric transport games, but this time focussing on building a port.
The game is a hobby project and step by step it comes to life. It would be great to get your support.
There is no defined time schedule, but I think it is the right time to go out and receive some first feedbacks, ideas, inspirations from you guys!!! Spreading the word of mouth is more than welcome ;-)
Thanks in advance.
Thanks for voting and helping SeaPort Tycoon on it's quest to become the 2022 Indie of the Year. You are now in with a chance to score some free games. Help this game secure more votes by embedding the widget (or link) we have included below on your favorite sites.
Don't forget to check out (and vote) for other amazing games in contention. Here are some recommendations:
today, I wanted to show you another development progress – in the past few weeks I’ve spent plenty of time on developing trees – they deserve some special attention, as they will have an impact on the game‘s mechanics and economics: Every tree planted will reduce the carbon dioxide emission of the port and this will have a beneficial influence on the overall development of the port itself.
This means that the overall green environment on the empty map spaces will be not just ornaments, but it is supposed to have an own function as well.
It took a while and it is neither finished nor polished yet, given I had to make a deeper dive into Unity’s shaders and batching – the reason for this is that I’m using my own customized terrain-mesh; usually massive quantities of trees work perfectly in Unity as long as they are being integrated into Unity’s terrain.
In SeaPort Tycoon the benefit is that the terrain topic remains fully independent and is an own piece of customized code which enables pretty cool things to play with, e.g. with maps, levelling terrains etc. Maybe in a different article I’ll dive deeper into this topic.
For the time being have a look at the screenshots, leave a comment and/or follow the game development. It would be awesome to have you onboard.
If you want to check the previous update, please visit the previous article.
Have a great weekend,
FIRST TREE PLACEMENT
Placing of single trees and randomized woods.
It seems that the shader leaves some wholes in the trees - they need to be more dense.
CHECKING PLACEMENT NEXT TO A ROAD
The code works pretty well, but still, the shader seems to not make its job. Fixing needed.
CHECKING WITH MORE PORT OBJECTS
Sizings seems to work, wind blows are OK, shader needs to be fixed...
the light green tree discloses too much mesh, too many empty spaces.
SeaPort Tycoon moves on! Today's update #3 shows further features within the game. Have fun!!!
SeaPort Tycoon moves on! Today's update #2 shows the development progress that has been done so far. Check it out!
SeaPort Tycoon - Brings You More Chaos To Your Life.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.