SLUMS 1.1 Update


Almost 1 year after the initial release, and a thousands of SLUMS generated by you, I decided to drop an update. 

In short words : bigger, better, faster, stronger. a ton of new sprites and edited ones, way more complex scenes, many bugs hunted, some user QoL improvements and a few extra cool features added, with some suggested by you.

The city now feel absolutely alive and packed with details. This is meant to be THE ultimate version of SLUMS. So here the changelog :

CONTROLS

  • Now you have to press SPACE to regen the SLUMS
  • You can now press LEFT CLICK or T to enable/disable Time speed x 6
  • RIGHT CLICK anywhere or press C to take a Capture and save it as clean .png automatically named after the city
  • You can now use the MOUSE WHEEL to change the color of the scene (100 colors)
  • Press S to enable/disable the Screensaver mode, auto regenerating a SLUMS every 180 seconds
  • Press D to add 30 seconDs to the screensaver timer
  • Press 1, 2, 3 to change the color grading filter
  • Press M to Mute/unMute the audio

BUILDING BLOCKS

  • The whole building generation system has been reworked : now each layers has 2 values : building density and building height probability, this greatly increase the variety of layout encountered, which was previously only based on a single density value acting on all layers
  • Overall object spawn greatly increased
  • Fixed some blocks who was able to spawn in each other
  • Fixed some blocks who were unable to spawn side blocks
  • Fixed some teleporting blocks animations frames 
  • 10 new bridges (14 in total)
  • 5 new roofs (20 in total)
  • 3 new sides (26 in total)
  • Some blocks has been entirely redrawn
  • Pillars spawn odds increased
  • Pillars can now appear on the 1st background
  • Reduced cranes spawn odds
  • Bridges blocks max limit increased to 8 per layer
  • Bridges can now spawn on background layers
  • Augmented wires & pipes spawn odds
  • Tweaked some of the blocks spawning odds (to make some blocks more "unique")
  • Tweaked some of the blocks spawning odds depending on their altitude


Yeah it's a hoverboard Marty.

DWELLERS

  • Dweller generation changed, people no longer teleport to the other side of the screen, now they disappear and are replace by another NPC perpetually (like ships), this make more varied, natural and unpredictable crowd formation
  • Dwellers ca now appear on the 1st background in addition to the foreground, the street now appear much more crowded (see layers section below)
  • 10 new slums dwellers added (26 in total) + some redesign
  • Dwellers spawn rate and population cap increased by more than 100%
  • Some dwellers has now a randomized Y spawn coordinate (flying stuff)
  • Some dwellers can go 2x faster than normal (drones, hover-boarder, etc)

I like when spaceships looks like actual ships but with a quantum warp drive engine at the back.

SHIPS

  • 10 new ships + capital ship (35 in total)
  • Redesign a lot of ships (see above)
  • Ships spawn rate slightly increased
  • Ships can now spawn 1 layer down
  • Smalls ships now fly a little higher
  • Increased the speed threshold of the smalls ships
  • Added a space/time distortion FX on the background when the capital ships use their engines
  • Small scaling randomization added to ships

BIOMES

  • Biome generation has changed, all biomes now have the exact same chances to appear
  • All biomes now have minimum 3 unique "signature" landscape, some have 5
  • Many biome specific backgrounds are now generated in pair, and they can be mirrored both together for making more coherent landscape

LAYERS

  • The 1st background is now aligned with the foreground on a 32 pixel grid (this make interesting visual synergies)
  • Foreground has been cleaned up of too obtrusive objects
  • Created many new backgrounds and enhanced some (75 in total for all layers)
  • The 1st and 2nd layer has been lowered by 32 px
  • Some background had gain 32 px in height...

1.0 above, 1.1 below, see how the foreground and 1st background now works together to make coherent multi layered buildings.

OTHERS

  • Some contrast, light and color black magic, visuals are better now
  • Created new color grading post process FX for a more atmospheric looking
  • Increased upper text visibility
  • Added a text and a countdown to the upper UI for the screensaver mode
  • Updated game page, added control section, updated game cover

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