anselm_eickhoff
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« on: March 23, 2014, 06:09:14 AM » |
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Hi everyone! A few months ago, I started working on my own WebGL-based city simulator, Citybound.A few weeks ago, I created a DevBlog for it, where I announced and described the project. I then submitted the post to the /r/Simcity subreddit - the reaction was mindblowing. Since then, I started writing weekly posts on the development process, here are the first ones: The Road to Alpha, Week 1 - A Slow StartThe Road to Alpha, Week 2 - Camera, Action!The Road to Alpha, Week 3 - A Fresh CanvasThe Road to Alpha, Week 4 - REBRANDING (April Fools) The Road to Alpha, Week 5 - Every Town Starts Small (First update with video!) The Road to Alpha, Week 6 - Intermezzo & Community ActivityThe Road to Alpha, Week 7 - First Signs of Gameplay DetectedThe Road to Alpha, Week 8 - Intermezzo & Big AnnouncementCitybound also has an official homepage and FAQ at: cityboundsim.comA few articles about the project have already been written, most notably: "Citybound: One man's attempt to build a better SimCity" (Gamasutra) "Interview With Citybound Developer Anselm Eickhoff" (Thirteen-1) Most of the discussion so far happens in the /r/Citybound subreddit. But with this thread I also wanted to open the discussion to you here, my fellow indie game devs. I'm excited for your questions and comments!
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« Last Edit: April 29, 2014, 03:27:47 PM by anselm_eickhoff »
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Christian
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« Reply #1 on: March 23, 2014, 06:17:17 AM » |
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Hey, nice to see a Citybound Devlog on TIG! Been following your game on Reddit and your blog. Looks so promising, can't wait to see more
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mickmaus
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walkying waylking
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« Reply #2 on: March 23, 2014, 08:23:34 PM » |
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Looking forward to details on how you solve some of these complex systems!
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pluckyporcupine
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« Reply #3 on: March 23, 2014, 09:23:40 PM » |
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Just saw this on Kotaku the other day. Looks awesome! Looking forward to future progress and getting to try it out myself.
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wccrawford
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« Reply #4 on: March 24, 2014, 04:09:12 AM » |
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Lookin' good so far! Lotta people hoping you'll get it right where Maxis failed this last time.
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anselm_eickhoff
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« Reply #5 on: March 25, 2014, 04:32:04 PM » |
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« Last Edit: March 25, 2014, 04:38:02 PM by anselm_eickhoff »
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ryansumo
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« Reply #6 on: March 25, 2014, 04:52:56 PM » |
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Oh my god, you've just given me a game boner. I'm a huge Sim City fan and like you I was terribly disappointed by the most recent Sim City. I'm very keen to see where this goes.
Have you played game like Cities in Motion btw? I fell in love with the first one but the second one left me rather cold.
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anselm_eickhoff
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« Reply #7 on: March 25, 2014, 06:45:51 PM » |
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Awesome.
I've played a few hours of CiM2, but the public transit line micromanagement is not something I personally enjoy. What I like about it is that the city seems to react and grow indirectly as a result of how efficient you build your networks. A game that I absolutely love where this indirect effect is much more pronounced is the original A-Train.
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Sebioff
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« Reply #8 on: March 26, 2014, 01:35:55 AM » |
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I'm not colorblind, but I find it hard to see these zones...industrial is fine, but the others all somewhat blend into each other or the background. They're distinduishable, but it's tiring. Nice progress though! I'm curious to see where this goes
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mike_w
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« Reply #10 on: April 01, 2014, 08:19:59 AM » |
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Christian
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« Reply #11 on: April 01, 2014, 10:10:02 AM » |
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Needs more goats, obviously
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TROPtastic
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« Reply #13 on: April 08, 2014, 07:50:33 PM » |
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Anselm Eickhoff just posted a commentated video (~ 7 mins) showing off the zone-based procedural generation of buildings: http://blog.cityboundsim.com/the-road-to-alpha-week-5-every-town-starts-small/The full devblog will be updated tomorrow. P.S. I apologize if it is frowned upon to post links on behalf of devs, but I thought it would be better than having people potentially not find out about the new update.
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eobet
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« Reply #14 on: April 09, 2014, 04:03:26 AM » |
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Holy crap, the final parts of that video... it already looks better than the new Sim City from EA! The big question now, though, is will there be elevation changes? ( Sim City 2013 handles those like shit, btw.)
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ryansumo
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« Reply #15 on: April 09, 2014, 04:51:52 AM » |
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Awesome.
I've played a few hours of CiM2, but the public transit line micromanagement is not something I personally enjoy. What I like about it is that the city seems to react and grow indirectly as a result of how efficient you build your networks. A game that I absolutely love where this indirect effect is much more pronounced is the original A-Train.
Yes that's what excited me about CiM 2, the dynamic cities. I think they went too far with teh micromanaging of the train lines though. CiM was a lot more casual and more fun in a sense. I'm very keen to try A-Train 8!
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anselm_eickhoff
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« Reply #16 on: April 09, 2014, 01:53:48 PM » |
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Thanks for posting the video for me! After my video editing session until 5AM, I was too tired to post it on all sites immediately. There is now also the full blog post (same link) eboet: Citybound will have terrain and elevation and hopefully handle it better!
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ryansumo
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« Reply #17 on: April 09, 2014, 06:16:11 PM » |
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Hooray for mixed use zones! That's one of the things that keeps bugging me about Sim City. Strict zoning is starting to fall out of favor in urban planning circles but it still hasn't been reflected in the latest iterations of the franchise.
Since you discussed liking dynamic cities, I'm hoping that the cities here also change according to decisions that you make (ie how you plot out the roads etc.) Loved the video by the way, and I could keep staring at those cities forever.
Curious, where else do you post aside from here and tigsource?
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kcbanner
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« Reply #18 on: April 09, 2014, 07:12:22 PM » |
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Wow, I'm blown away by the quality here! Keep up the good work!
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oyog
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« Reply #19 on: April 09, 2014, 09:13:09 PM » |
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Saw this mentioned on RPS's recently introdued DevBlog column. (Congrats!) What are your thoughts on agriculture in SimCity? Have you played SC4 with the SPAM mod? I haven't spent a whole lot of time with it but it seems like a neat way to allow rural communities compared to the base game's focus on purely developing a large metropolis. Any plans for simulating pedestrian traffic separate from vehicular traffic? I've always been frustrated that in the SimCity series old buildings get replaced with new buildings. I get why it was necessary in a game like SC2k but it still always bothered me. Sometimes that's not how it works. Abandoned factories get turned into living space or studio space. Older buildings get reused before they get demolished and... Ok, now I'm just ranting. I'll stop now. You keep doing what you're doing. I'm only getting so worded up because I'm so excited to see where you and your game are going.
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