Supermarket SimulatorSupermarket Simulatorwiki
In-game picture of the storefront of the shop on the first day from Supermarket Simulator, used to illustrate The street outside the shop.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Running the shop · Supermarket Simulator · read from a local copy

The street outside the shop

The street has a petrol station with a pump of its own.

The shop in Supermarket Simulator sits on a street rather than in a void: the game ships a petrol station, street lighting and traffic of its own, and lands some deliveries out on the road.

What the game establishes

In play

The shop has a street. The game ships a petrol station with a pump of its own, which is why there is more outside the walls than scenery to look at.

The street is lit. The game has street lighting with a controller behind it, so the road behaves like a place rather than a painted backdrop.

There is traffic. A traffic manager runs the cars outside, which is why the road is used rather than merely drawn.

Some deliveries happen on the street. The game keeps street targets and a street storage area, which is why stock can be involved with the road rather than only with the back room.

The neighbours are part of the map. The game ships artwork for neighbouring buildings such as a bank, a hotel, a barber and a garage, so the shop is one unit on a street instead of the only building.

The road is built rather than painted. The game keeps roads as objects of their own — a road base, a creator, a drawer and a loader — and a road knows the connections it makes with the roads around it.

Its lanes are drawn and joined by parts of their own, so the surface a car drives on and the route it takes are laid out together rather than separately.

Where a car may appear and where it may go are marked by waypoints. They carry settings of their own, and they are used both to bring traffic in and to find a path along the road.

Laying the street out is done in tools of its own: setting a road up, viewing roads, connecting roads, editing a road, and working at an intersection.

The street is also kept as a network rather than a drawing. It tracks which cells and which intersections are active and keeps a density of its own, with managers over the intersections and over the town's layout, which is why the game can answer where a car may be without reading the whole map.

Finding a way along it is work of its own. There is a manager for finding a path and a manager over the waypoints, so a route is something the street works out rather than something painted on it.

Two of the pictures beside this entry are the game's own: the icon it draws for the petrol station and the forecourt sign it prints for it, brand and fuel grades included.

It matters because it is where you are. Since the street is where deliveries land and where you walk in, it belongs to the shop's routine rather than being decoration.

What this entry does not tell you: how many neighbours there are, what the traffic does to your shop, or whether any of it can be changed. We have not verified those, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).