First look at the interior schedule WIP (time sped up). I'm trying to give every type of interior somewhat realistic "work hours", so you may notice that more interiors will be lit during the evening and fewer in the morning.
Vuntra City
City exploration game in development
https://store.steampowered.com/app/2859220/Vuntra_City
I have definitely learned a life hack for crowded touristy areas: you enter any expensive hotel and ask about their rooftop bar. There's a good chance they have one and it'll be empty and quiet because they don't advertise it outside of the hotel and most people don't know they can just come in. Also great vibes and views, and the drinks are surprisingly reasonably priced so far!
I'm doing some real life city exploration while I'm on vacation. Just saw a building that looked like it had a rooftop terrace from the street. So I went in to see if I could go up there and they let me. Turned out to be a rooftop bar that looks eerily similar to the Vuntra City rooftops. This is the kind of experience that inspired my project in the first place!
Increasing the city population to ~4 million, combined with the changes in the distribution of citizens, makes the interior spaces almost as packed as they should be. Now the hardest part - to optimize it all so it can run with a decent framerate.
If you've ever wondered how to unequivocally assert dominance at the table, this Vuntra City NPC is here to show you.
The terraces get so cozy sometimes, they really make me want to implement more elevated outdoor spaces (and I will, hopefully).
I'm back to working on the NPCs and I have implemented overrides that allow an NPC to disconnect from their GPU calculated schedule and then gradually return to it. This override also kicks in any time the NPC is too far from their anchor, making it easier for the player to find them after they've gone out of view.
New devlog about the fire mechanics that I've been working on for the past month. Check it out! https://www.youtube.com/watch?v=Q8jr-20luvE
Interactive Fire In a Procedural City Environment
Since I've already added keyboards (which are procedural and fully functional by the way), I might as well have the NPCs play them. Now I just need a track.