Zoo RPG Dev Log #1 — Transport Times, Shop Glow-Up & Bug Fixes
What's New
Big batch of changes today — a timezone bug fix, a complete shop overhaul, and a bunch of under-the-hood improvements.
🐛 Transport & Build Timer Fix
Animals and enclosures were completing way too fast — sometimes instantly. Turns out the server timezone (CET, UTC+1) was clashing with how timestamps were stored in the database. The tick worker was comparing apples to oranges: UTC values stored by the app vs CET values from Postgres NOW().
The fix: All raw SQL time comparisons now explicitly use UTC, so a lion's 60-minute transport actually takes 60 minutes. Novel concept.
🛒 Shop Descriptions
Every item in the shop now has a proper description instead of just raw stats:
- Animals get personality blurbs — capybaras are "the chillest rodent on the planet", lions are "the king of the zoo"
- Enclosures describe what they're good for, with capacity and build time
- Attractions explain their visitor appeal
- Supplies tell you what they do and that workers use them automatically
Transport times now show with a 🚚 emoji and human-friendly formatting ("1h" instead of "60 min"). Build times get a 🔨.
🏗️ What's Been Built So Far
Here's the full feature list for anyone just joining:
- Core gameplay: Build enclosures, buy animals, manage hunger/health/cleanliness
- Workers: Hire keepers and janitors, assign them to enclosures for automation
- Breeding: Pair compatible animals, gestation timers, trait inheritance, baby care
- Visitors & Popularity: Real scoring based on species diversity, animal health, attractions, and cleanliness
- Admin Command Center: Full dashboard with KPIs, player investigation, moderation tools, audit logs, feature flags
- Blog: You're reading it! File-based markdown with RSS and JSON feeds
🗺️ What's Next
- Quests and challenges
- Dynamic weather system
- Special events and festivals
- Animal rarity tiers
- Zoo reputation system
Stay tuned — things are moving fast. 🦁