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itch.io Devlogs·· 2 小时前精选AI 评分66

《Multi-Modal》更智能的司机 AI、UI 改进与数据统计

Smarter drivers, UI improvements, and stats

AI 导读

《Multi-Modal》开发者将车辆寻路从最短路径改为按预计耗时规划,并加入反聚集逻辑,使交通更自然分散。网页 demo 同步 Mac 版 UI 并新增城市报告与记录界面,第八座城市阿姆斯特丹登陆 Mac/iOS 版。

推荐理由

开发者将车辆寻路从最短路径改为按预计耗时规划并加入反聚集逻辑,玩家建造的分流道路能真正被利用。

正文 · 原文

Drivers now take the quickest route, not the shortest one

This is the biggest change, and you can feel it even though you can't see it. Until now, cars took the shortest path to where they were going. On paper that's fine. In practice, every car piled onto the same road while a clear road one block over sat empty.

Cars now plan by expected travel time. They know a busy road is slow, so they'll take a slightly longer route if it gets them there sooner. I also added some "anti-herding" logic: when several cars set off at the same moment, each one can see the routes the others have already picked, so they don't all rush into the same gap together.

This means:

  • Traffic spreads across your network much more naturally.
  • A second route you build to relieve a busy corridor actually gets used.
  • Jams feel less like the game being unfair and more like something you can fix.

I ran it through a lot of balance runs and playtested it before making it the default. It plays better, and the game is still fully deterministic, so saves resume exactly as you left them.

The web demo got a big upgrade

The browser demo was falling behind the Mac version, so I've brought it back in line:

  • Options menu in the demo
  • Mac-style build cursor: the cell under your pointer is outlined, so you know exactly where a road will go
  • Live stop and catchment preview: while you draft a transit line, you can see where the stop will sit and which area it will serve before you place it. If a stop isn't allowed there, it tells you clearly.
  • Drawing fixes for tunnel staircases and the X-ray view, so strokes feel the same as on the Mac

Records and the City Report

Every run now ends with a proper City Report. Instead of just a score, you get a breakdown of how your city did and where it struggled. There's also a Records screen that tracks your best runs per city, so you have something to beat.

Ambient sounds (still testing)

I've been working on ambient city sounds. Each city gets its own soundscape, and the mix follows how much traffic is on the board, so a busy city should sound busy. London got a rebalance this week, and the other cities got their own details.

To be honest, I'm not sure it's working properly yet. Some of it sounds right, and some of it I'm still checking, especially the levels and what happens when you pause or switch away. Like everything else in the game, it's synthesised rather than recorded, so getting it to sit well under the rest of the audio takes some tuning. If you play and notice anything odd (too loud, too quiet, cutting out), please tell me in the comments.

Also this week

  • Amsterdam, the 8th city, has been built in the Mac OS and iOS versions the canal ring, ferries and a new 2×3 Arena. More on that soon.
  • Balance tweaks: a slower rush-hour ramp, softer overtime and gentler city growth.

Thanks for playing, and as always, feedback is very welcome!

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来源:itch.io Devlogs · southlondonsilicon.itch.io