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I am about a buy Dell laptop with GTX 980MX and 8Gb ram. Actually I did not have any plans of buying it. But when I got Prison Architect and ran it, I got a FPS of about 10-15. That was really Depressing. I couldn’t use the Fast forward button. And had to literally click the buttons 5-6 times (My mouse works fine). Everything in the game in slow motion. ( Or rather laggy motion).
That is when I realised that I would need a new device for Airport CEO.

Negotiations with my mom underway.:joy:

Howdy,

In case someone missed it:
https://twitter.com/AirportCEO/status/836335544875560960

Damn, I cannot wait for the video, it looks so cool, and I am going to fail this semester… :frowning:

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Thanks for reposting, it’s good to know that the devlog isn’t happening - means I’ll actually go to bed tonight!

That airport in the GIF is looking good!

Woah… Devs had implemented jet bridge into the game??

Looks beautiful! Can’t wait… :stuck_out_tongue:

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We have actually had jet bridges since quite long time ago. Right now we have two ways of boarding, walking directly to the plane and via jet bridge. In the future we also implement remote stands and airport busses.

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Thanks peeps! Literally cannot wait until it’s time for the video. We’ll keep feeding you with some more .gifs until then throughout the week… :wink:

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Are we gonna see the whole video in .gifs before it’s released? ;p

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I hope not.
But still, these gifs are the only reason I am still patient.

FYI:

https://twitter.com/AirportCEO/status/838935350290567170

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Devlog postponed until the first video releases. Saw this on Twitter.

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Ai that’s not really good news.
I can imagine not doing development blogs for two week if there are some difficulties. But I think people are not gonna like it if they don’t get some good news or a video soon.

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:fearful: How dare you not placing the trees in exact same distance to each other… :scream:

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A devlog episode takes roughly three hours to make. Deciding topics, writing the text, compiling the .gifs, publishing it on all channels. Three hours is in terms of development a lot of time and for the past weeks, as a result of being swamped with work (Fredrik) and school (Olof) we decided to put those three hours into development instead of writing about the development which I think everyone in the end benefits from.

Of course there are problems, there’s always problems. The biggest problem now has been finding time where we can meet and record. That problem has now been resolved. In terms of development problems, the more software you produce the more bugs you’ll have but there’s nothing we can’t squash. Essentially, there’s no major bug or issue as of now that’s delaying the development, quite the contrary. In short:

  • Even more effective pathfinding (and we still have more to do here! :smiley: )
  • Major UI memory leak optimization (all panels were running in the background even when not in use)…
  • … which required a lot of rework on the UI system itself as there not only a lot of legacy but some dire violations to the principles of MVC software architecture
  • Delivery Trucks
  • Commodity delivery system (construction material, stuff like that, not yet integrated with franchise though)
  • Effects (placement) and overall polishing
  • Rework on the object pooling system, improved logic on how the pooling system checks out and checks in simulated agents
  • Reworked asset handling system (tools, baggage, picking up material, stuff like that)
  • Major improvement on coupling between objects (has no effect on gameplay but eases up A LOT for us on the backend, makes it easier to spawn passengers from different sources in the future (taxis, buses, metro, etc)
  • Added an airport logo system
  • Added a CEO stats panel with map
  • Redesigned some UI components
  • Finished off and improved the start menu screen
  • Squashed a lot of bugs
  • Adjusted serialization to all the above mentioned changes (this needs more testing though)
  • Wrote some camera movement code
  • Improved border graphics outside the playable worlds
  • Added system for generically generating starter road and structures
  • More stuff… can’t really remember

Anyway, that’s essentially what we’ve been up to.

Haha, I though it was kinda nice to have it at random, as if they were planted by the wind or something. You’ll be able to choose that for your self of course though… :wink:

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@Olof Don’t get me wrong, I have a great deal of respect for you two! But you need to keep people happy :wink:

To the best of our abilities and resources, that is always the end goal! :smiley: :airplane:

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Actually, they don’t ‘need’ anything… Some years ago, it was normal to keep most development projects closed and don’t share anything about it until it’s done. I think that we need to be happy that Olof & Frederik are putting their time in keeping us up-to-date in the best way they can… :slight_smile:

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That’s a strategy you can use when developing a game.
But they decided not to do that, and let people see a lot of the development part of the game. Gives a lot of transparency and I really like to see every tiny bit becoming the final game when it’s finisht.

But when you’re not that a big of a company you need to keep it up, otherwise you will lose people.
And I don’t like to see that. I’m not an impatient guy. It’s just a tip to help them. I have seen some games in this stage and it’s get a lot of rage comments and it’s easy to tackle those by tiny things like this.

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I completely agree with you, but I just see some people reacting on this forum as if they have ‘already paid’ for something. I’m sure that the devs know that we can’t wait for the video and the release, so we don’t need to point that out in every post. Everyone should also keep in mind that the time that the devs spent in writing a devlog is time that could be used for programming or making the video… Aaaaand, as they’ve already said in another topic:

The video will drop really, really, really, really soon. Like, really soon (not shitting you).

So, let’s all be happy and look forward to the video that is dropping really really really soon :stuck_out_tongue:

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