Roman Triumph Survival City Builder - BaseBuilder - Management Defense
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Roman Triumph Survival City Builder - BaseBuilder - Management Defense

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as noone is currently following me on tumblr I spare any extra texts - watch the vid =)
Working on Saving/Loading
In the last video I actually showed the newly farming feature and also let the agents build a house by only using orders (the supposed way to do it). I've also felt the current lights look a bit odd and decided to rapidly code some fire and light jitter as well
Most of this is actually mocking up a new feature, making it work and then followed by some days refactoring smaller or larger parts of the engine to get better performance or readability (ideally both, but that's not always possible here)
Anyway - I am currently tackling the cumbersome approach of "saving the gamestate" - yes I could just use binary serialization and use one of the benefits of .Net .. but honestly - I fear it will be to slow and the result would be just too big files. I also may be adding some sort of different saving approaches (in terms of speed for loading/unloading inactive but modified chunks, etc) - so I jumped the train and did a fully manual(!) approach of saving/loading the current game state.
This engine is a bit different from regular voxel engines - being mainly for building games. So there is a lot of references handed around over several threads and - oh boy - this is not funny to code a serialization for :-)
At least I am currently at a spot where saving loading basically works and I am just searching/fixing several bugs which appear during testing. There is no video for that, because there is basically nothing to show with loading/saving (it's one of those things, everyone expects to just be there).
As soon as this is in a complete state, I really want to push production chains, like chopping a tree to get wood (already working), making planks and using planks to make a chair (for example).