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Post news RSS SeaPort Tycoon #6 Update

SeaPort Tycoon moves on! Today's update #6 is dedicated to the very first gameplay video. Enjoy!

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Hi All,

The development of SeaPort Tycoon is progressing steadily.

If you want to check the previous update, please visit the previous article.

In the past few weeks, I’ve been focussing on implementing some features and, what is more important in my point of view, increasing the performance of the game.

But this later.

First, I wanted to share with you the very first gameplay video and I really hope you like it.

I’m going to show you how the very elementary features of the game work:

  • How to handle containers,
  • How to build first docks and cranes,
  • How to unload and load first ships,
  • How to handle trucks.

So let's jump into it:



PERFORMANCE

2303 performance optimization

The work started on decreasing the number of batches and moving them the static batching.

Brought a small port down to 554 batches... not bad, given that increasing the size of the port, will not necessarily lead to more batches, thank to dynamic batching --> Unity rocks.


DETAILS START TO MATTER - CLAWS IN PLACE, BUT STILL BUGGY2303 craneclaws

It took a while to implement them - the guiding trigger object is the container, so the challenge was to implement the claws as an attachment to this, to find savings in performance.



CONTAINERS RELOCATION - PRETTY TRICKY

2303 overflow issue

What turns out to be pretty resources consuming is the port internal container relocation:

The algorithm needs to check, whether every container in the port needs to be moved somewhere - ideally in a direction that makes sense - in this screenshort, a crane is blocking the whole conveyor belt, because it thinks it needs to relocate a container back and forth on one and the same conveyor section... weird stuff!


I hope you like it. Have a great weekend

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