A while ago i wrote about my deterministic testing and that i can compare scenes to see changes and especially if logics fail and so on. This also leaves me with the interestering option to show side by side comparisions of the very same scene through various versions.
In the past days i worked a lot on the brain again to optimize building structures. Mainly adding new "thoughts" about where to fetch and where to bring material.. but also trained the gnomes to use tools, namely, a wheelbarrow. Until now gnomes got the job of building a wall tile, went to the stockpile, took a single item brought it to the wall went back, hauled a second material item (a wall needs two of the same kind) brought it to the wall, dropped it, checked if there is a job nearby and might have started hauling stuff to the next wall tile rather than building the one it brought material to.
This, of course, is not very smart. Another gnome might have picked of the wall building job and created that very wall.. And with more than two builders it may lead to the problem that they block each others way by building walls or walling other gnomes in creating even worse situations..
So now gnomes try to bring material to as many construction sites as they can and "check" the order of tiles to build. This works way better than before, but still leaves me some room to optimize and some headache.. But to make things more fun i added the wheelborrow to the game allowing a single gnome to carry 10 items at a time...
Anyway... here is a side by side comparision between the game today and the game a few weeks ago... there was a lot of eyecandy changes... and some logics stuff..
Have fun: