Post-Jam Update
It’s been over 2 years, 3 from the initial release, I was meaning to fix some stuff sooner but never got around to doing it till 2 days ago.
The game still looks fresh out of a game jam but I don’t plan on changing the look.
Here’s what’s new/changed:
Tinsies now show what they are doing.
Islands look like islands now.
The game has been updated to Unity 2022 and switched to URP. There is also a skybox now!
Hitting ‘ESC’ will now prompt a pause menu!
I overhauled navmesh generation, it’s now 1000x (literally) more efficient when generating new island mesh.
Building has been fixed, Depos can now be placed away from start. (Pretty major issue)
Tinsies will now deposit at the nearest Town Hall if they can not locate a depo, previously they would drop their current items, now they will walk all the way to the closest hall, this makes Depos more practical for long-range harvesting but not essential, they can just speed things up a lot.
Tinsies will now continously collect and deposit dropped items instead of you having to manually collect them 1 by 1.
Harvest range has been bumped, they will scan a larger radius before going idle.
Depo range has been bumped, they will scan a larger radius to find a near depo. (Town hall takes priority)
Dropped items now have a model, no more default cube.
When generating navmesh objects have been given the ability to carve the mesh, this should prevent tinsies vanishing inside meshes a lot more than before.
I’ve resolved some issues that could cause AI to become stuck on their current task.
Files
Get SkyHigh
SkyHigh
Procedural Island Survival Management Game
Status | Released |
Author | Late Night Studios |
Genre | Simulation, Survival |
Tags | 3D, Management, Procedural Generation |
Languages | English |
More posts
- Unreleased BuildApr 08, 2020
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