TROPtastic
Level 0
|
|
« Reply #20 on: April 09, 2014, 11:15:47 PM » |
|
@ryansumo - The other main places (that I know of) that he posts is on reddit, at reddit.com/r/citybound, and at Simtropolis in his subforum. @oyog - Yes, pedestrian traffic will be simulated separately from vehicular traffic.
|
|
|
Logged
|
|
|
|
anselm_eickhoff
|
|
« Reply #21 on: April 10, 2014, 09:01:46 AM » |
|
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.)
What exactly do you mean with that? Change in which way? 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.
I haven't played with that mod and I can't remember exactly how it worked in SC4. All it did was offer jobs, right? In Citybound agriculture will be very important, since it produces one of the main resources citizens need: food. Any plans for simulating pedestrian traffic separate from vehicular traffic?
Yes. 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.
In Citybound I want to implement it so the constructor of a new building that replaces an old one has to be able to afford demolishing the old one. So reuse would be a more viable option there as well.
|
|
|
Logged
|
|
|
|
oyog
|
|
« Reply #22 on: April 10, 2014, 09:56:22 AM » |
|
I haven't played with that mod and I can't remember exactly how it worked in SC4. All it did was offer jobs, right? In Citybound agriculture will be very important, since it produces one of the main resources citizens need: food.
I didn't spend a lot of time with it but if I remember right it made agriculture a demand for the other zone types and made spread out rural towns as viable as dense cities. If you're interested here's the documentation. In Citybound I want to implement it so the constructor of a new building that replaces an old one has to be able to afford demolishing the old one. So reuse would be a more viable option there as well.
That's awesome.
|
|
|
Logged
|
|
|
|
makerimages
|
|
« Reply #23 on: April 11, 2014, 08:54:17 AM » |
|
This looks great...BUT where have I heard that voice before.....
|
|
|
Logged
|
Makerimages-Its in the pixel
|
|
|
anselm_eickhoff
|
|
« Reply #24 on: April 11, 2014, 03:19:05 PM » |
|
This looks great...BUT where have I heard that voice before.....
...probably nowhere?
|
|
|
Logged
|
|
|
|
Noogai03
Level 6
WHOOPWHOOPWHOOPWHOOP
|
|
« Reply #25 on: April 12, 2014, 01:11:57 AM » |
|
My god, this game is a phenomenal example of minimalism already; the buildings are so simple and yet everything looks bright and colourful and interesting. Is there any lighting going on in Citybound at the moment?
|
|
|
Logged
|
So long and thanks for all the pi
|
|
|
anselm_eickhoff
|
|
« Reply #26 on: April 12, 2014, 04:54:00 AM » |
|
My god, this game is a phenomenal example of minimalism already; the buildings are so simple and yet everything looks bright and colourful and interesting. Is there any lighting going on in Citybound at the moment? Thanks! Yes there is a combination of hemisphere lighting (blue light from the sky, slightly reddish light from the ground) and directional sun light that also casts a subtle shadow.
|
|
|
Logged
|
|
|
|
Noogai03
Level 6
WHOOPWHOOPWHOOPWHOOP
|
|
« Reply #27 on: April 12, 2014, 06:00:55 AM » |
|
Yeah I though I could see some shadows there but I wasn't sure if they were dynamic or not
|
|
|
Logged
|
So long and thanks for all the pi
|
|
|
eobet
|
|
« Reply #28 on: April 15, 2014, 05:21:52 AM » |
|
Hmm... Eickhoff? Could it be that we will *finally* see city planning from a European perspective instead of American?
|
|
« Last Edit: April 15, 2014, 05:27:17 AM by eobet »
|
Logged
|
|
|
|
anselm_eickhoff
|
|
« Reply #29 on: April 15, 2014, 06:34:08 AM » |
|
That could very well be!
|
|
|
Logged
|
|
|
|
|
Kurt
|
|
« Reply #31 on: April 15, 2014, 12:50:22 PM » |
|
Holy shit yes yes yes
I <3 SimCity but it sucks at the same time. This looks 10x better
|
|
|
Logged
|
|
|
|
makerimages
|
|
« Reply #32 on: April 16, 2014, 04:51:30 AM » |
|
This looks great...BUT where have I heard that voice before.....
...probably nowhere? but you sound so familiar... like some EA guy or sth...
|
|
|
Logged
|
Makerimages-Its in the pixel
|
|
|
|
|
oyog
|
|
« Reply #35 on: May 01, 2014, 08:01:54 AM » |
|
Congrats!
Also, that music is fantastic!
|
|
|
Logged
|
|
|
|
|
oyog
|
|
« Reply #37 on: May 06, 2014, 09:09:20 PM » |
|
Would it be possible for the player to define the time simulation before they start a game? For example; A player starts a new game. They then have the option to play with one of three or four time scales. Then they can select whether they want to play with real world day/night cycles that zip by or an abstract night cycle that has nothing to do with time (I think SC3 had something like that) or just turn off night completely. I guess realistically this might create all kinds of new ways to break the simulation. I'm on my third beer and I'm getting fanciful so don't treat this as a serious suggestion.
|
|
|
Logged
|
|
|
|
anselm_eickhoff
|
|
« Reply #38 on: May 07, 2014, 04:58:32 AM » |
|
I'd rather come up with one time system that works well. If people still want something different, they can create mods.
|
|
|
Logged
|
|
|
|
Nexima
|
|
« Reply #39 on: May 07, 2014, 08:39:32 AM » |
|
This looks excellent and i'm very excited! I like the 'paint' idea , i've brainstormed sometime similar. i'm inspired.
|
|
|
Logged
|
|
|
|
|