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Author Topic: Doomed Bay12 City-builder game.  (Read 4630 times)

Rose

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Re: Doomed Bay12 City-builder game.
« Reply #45 on: February 11, 2013, 01:38:44 pm »

Yeah, I'd go for something like loading mod packs, which are essentially groups of buildings, terrains, etc, that work well together.

As of how often the buildings update, I don't think it's really necessary to do it every tick. Easier just to update things as they change. When a new house is built, it updates all the resources that it uses, then it starts searching outwards for sources of secondary stuff like jobs, supplies, etc, till it's needs are fulfilled.
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Jopax

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Re: Doomed Bay12 City-builder game.
« Reply #46 on: February 11, 2013, 01:42:51 pm »

Ok, to further build on the agents idea. Why not have several modules that represent something on the game map. And each of them represent either a number of or all of a certain type of building or operation or something. Say you have a single factory refining steel. As soon as it's built the map gains the module responsible for it, taking in iron/other materials, some sort of energy source (coal, oil, electricity) and a number of workers to produce a certain amount of steel each day. The delivery trucks are there just to be cosmetic and aren't really representative of what happens I think since keeping track of that many trucks would get out of hand pretty quickly, so they're just generic animations that are randomly activated and play out while the real stuff happens under  the hood. Anyways, instead of having each factory be calucalted by itself we instead enlarge or shirnk the module representing steel prouction of the region accordingly to the number of different factories present.

Would this lessen resource consumption as the city grows or am I taking logic in a wrong direction since computers are logical in a wierd way :S
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miauw62

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Re: Doomed Bay12 City-builder game.
« Reply #47 on: February 11, 2013, 01:47:05 pm »

I think it would also be good to assign jobs based on house price. e.g crappy house = steel factory job, young and in appartment = cashier at supermarket/bank, fancy house = scientist, high-ranking at bank, etc.
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Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Rose

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Re: Doomed Bay12 City-builder game.
« Reply #48 on: February 11, 2013, 02:02:03 pm »

That would ideally be handled by things like different jobs having different education/experience/etc qualifications, and going from there.
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Aseaheru

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Re: Doomed Bay12 City-builder game.
« Reply #49 on: February 11, 2013, 03:08:39 pm »

can we have people living above shops and such?
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Rose

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Re: Doomed Bay12 City-builder game.
« Reply #50 on: February 11, 2013, 03:41:29 pm »

That would be best. Just set a building to have X room for residential, and X commercial services, whichever.
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Aseaheru

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Re: Doomed Bay12 City-builder game.
« Reply #51 on: February 11, 2013, 04:02:39 pm »

woo!
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LoSboccacc

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Re: Doomed Bay12 City-builder game.
« Reply #52 on: February 12, 2013, 02:06:25 pm »

That would be best. Just set a building to have X room for residential, and X commercial services, whichever.

doesn't it sound a bit to clickish to have user set prefs on each building in a million pop city?

 
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Rose

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Re: Doomed Bay12 City-builder game.
« Reply #53 on: February 12, 2013, 02:20:45 pm »

modder-set, not user-set.

Like, a modder makes an apartment complex with shops at the bottom, he just sets in the building config how many of whatever it has.
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PTTG??

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Re: Doomed Bay12 City-builder game.
« Reply #54 on: February 12, 2013, 02:32:54 pm »

Adjustable "arcologies" might be fun, where you actually could modify the number of homes/shops/services inside them.
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GalenEvil

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Re: Doomed Bay12 City-builder game.
« Reply #55 on: February 12, 2013, 03:00:55 pm »

I think that stores with apartments over them is a good idea. There are some in Birmingham, Alabama actually. These are not usually mom-and-pop type stores though; mostly restaurants with a few floors of Studio Apartments above them. Pretty high cost in that area since it is business adjacent and within walking distance of most nearby amenities.

It would be nice to see a large mall building with an attached hotel, which could be adjacent to an airport or something. Would give a lot of jobs, and could bring a lot of wealth to an area via sales/property taxes.
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Aseaheru

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Re: Doomed Bay12 City-builder game.
« Reply #56 on: February 12, 2013, 03:03:15 pm »

you have alot of places like that. even in idiotville NY. i know because im in one.
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miauw62

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Re: Doomed Bay12 City-builder game.
« Reply #57 on: February 12, 2013, 04:20:30 pm »

I think that stores with apartments over them is a good idea. There are some in Birmingham, Alabama actually. These are not usually mom-and-pop type stores though; mostly restaurants with a few floors of Studio Apartments above them. Pretty high cost in that area since it is business adjacent and within walking distance of most nearby amenities.
There's tonnes of stores with appartments above them in Belgium. Like, everywhere.

Also, airports should reduce tax income from people living around them, because noise problems etc.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

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Re: Doomed Bay12 City-builder game.
« Reply #58 on: February 12, 2013, 05:34:13 pm »

I'd say that the best thing to do would be to tie taxes to property values, and calculate property values in a detailed way. Noise pollution is occasionally simulated, but I'm sure there are other elements, not the least of which is utilities and services.
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Aseaheru

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Re: Doomed Bay12 City-builder game.
« Reply #59 on: February 12, 2013, 05:49:29 pm »

NIMBY effects and YIMBY effects are in sim city 4
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