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Author Topic: Doomed Bay12 City-builder game.  (Read 4593 times)

GalenEvil

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Re: Doomed Bay12 City-builder game.
« Reply #60 on: February 12, 2013, 07:06:25 pm »

Argh, yeah didn't specify well. Commercial areas probably would do pretty well with an Airport nearby due to the increased traffic (if going by the SC model of how commercial areas build up), but Residential would likely not like being too close to the airport due to the noise.

I haven't seen a whole lot of residential over commercial in Alabama since the areas I frequent are usually more lateral growth than vertical growth.
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Fun is Fun......Done is Done... or is that Done is !!FUN!!?
Quote from: Mr Frog
Digging's a lot like surgery, see -- you grab the sharp thing and then drive the sharp end of the sharp thing in as hard as you can and then stuff goes flying and then stuff falls out and then there's a big hole and you're done. I kinda wish there was more screaming, but rocks don't hurt so I guess it can't be helped.

Jopax

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Re: Doomed Bay12 City-builder game.
« Reply #61 on: February 12, 2013, 07:18:39 pm »

Hmmm, mixed zones could be pretty cool if handled properly.Having unique benefits but also disadvantages of their own compared to the more pure zones. Mixing residential and industrial could create slums and sweatshops if not handled properly but it offers a great way to cut down on traffic and city size. Residential and commercial could have small shops along side houses and similar stuff, allowing a number of jobs to open but slightly reducing the maximum buildup of residences, same works in reverse, having a booming commercial zone with some residences mixed could create large skyscrapers with combined buissnes and flats in them. Industrial and commerical on the other hand could create large industry oriented businesses that would need an outside connection to really work since not many single residences need several tons of steel daily. Think of large ports focused on exporting raw materials.

Also, certain outside connections like airports or seaports could spring up out of their own accord when certain conditions are met. Or the player could encourage it slightly, or the CEO's could ask for it eventually. Giving the player a choice of further improving the cities economic strenght or ignoring it in favor of other things.
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Aseaheru

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Re: Doomed Bay12 City-builder game.
« Reply #62 on: February 12, 2013, 09:07:25 pm »

you could also mix all three resulting in workshops and stores below homes.
of course, this would not work for heavy industry. small-scale manufacturing possibly?
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GalenEvil

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Re: Doomed Bay12 City-builder game.
« Reply #63 on: February 12, 2013, 10:13:10 pm »

That is a possibility, and it also would allow small farms (single family) to have residential (their home), commercial (tractor for hire?), and industrial (sell eggs, livestock, produce/grains) to have more of an impact than SC4's industrial only outputs.

I mentioned Railroad Tycoon earlier in this thread, but it bears being mentioned again since they had a rather unique way of simulating supply and demand curves. If no rails were going from an area of high supply to an area of high demand then the simulated entities would ship the goods themselves by water or land if it was possible. This could be likely be simulated on a town/city level also as long as entity transit does not require modern systems (road/rail/etc) but can move over land at a slower pace. It could keep early game system upkeep costs low if the player wants to simulate a very small and spread out series of towns within a given map area but not connect everything together with concrete or asphalt roads.
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Fun is Fun......Done is Done... or is that Done is !!FUN!!?
Quote from: Mr Frog
Digging's a lot like surgery, see -- you grab the sharp thing and then drive the sharp end of the sharp thing in as hard as you can and then stuff goes flying and then stuff falls out and then there's a big hole and you're done. I kinda wish there was more screaming, but rocks don't hurt so I guess it can't be helped.

10ebbor10

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Re: Doomed Bay12 City-builder game.
« Reply #64 on: February 13, 2013, 04:44:34 am »

you could also mix all three resulting in workshops and stores below homes.
of course, this would not work for heavy industry. small-scale manufacturing possibly?
Artisinal production is a thing.

Also, plopables: Y/N

Adjustable buildings means that you can have a larger diversity whitout having a hundred different buildings.
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GalenEvil

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Re: Doomed Bay12 City-builder game.
« Reply #65 on: February 13, 2013, 05:22:22 am »

Certain things probably should be plopable, but I think that their construction should be simulated visually in a similar manner to however other buildings are built. More of a plop the footprint for it and watch it build. Adjustable buildings would be pretty cool since it could be as simple as a slider bar setting (going to use RCI since this is analogous to SC) |--R--|, |--C--|, |--I--| to weight the building allowances and then have a value of the total allowance for the building to determine the actual RCI values created.
Maybe something like this:
Code: [Select]
[...] is a slider bar but I'm derpy about how to display that well in ascii so...

Allowance [value]
R [......] [value]
C [......] [value]
I [......] [value]

with a sample input being
Code: [Select]

Allowance [100]
R [...|..] [33]
C [.....|] [67]
I [......] [00]

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Fun is Fun......Done is Done... or is that Done is !!FUN!!?
Quote from: Mr Frog
Digging's a lot like surgery, see -- you grab the sharp thing and then drive the sharp end of the sharp thing in as hard as you can and then stuff goes flying and then stuff falls out and then there's a big hole and you're done. I kinda wish there was more screaming, but rocks don't hurt so I guess it can't be helped.

Jopax

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Re: Doomed Bay12 City-builder game.
« Reply #66 on: February 13, 2013, 07:54:32 am »

Yeah, something along those lines, but to prevent it being too micro intensive have that setting affect the whole area you zoned, or perhaps just a block that is determined by roads. Or even leave the option of doing it for individual plots for those who want customization.

Also yeah, having certain types of buildings have both industrial and commercial outputs as a default would be most realistic I think. Like the mentioned farms, small carpentry shops or metalworkers. Producing small amounts of income from selling their products locally and being able to contribute a small amount of industrial resources when the city or export policies need it.
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miauw62

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Re: Doomed Bay12 City-builder game.
« Reply #67 on: February 13, 2013, 08:06:21 am »

Make buildings customizeable and allow you to just save presets.
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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.

MaximumZero

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Re: Doomed Bay12 City-builder game.
« Reply #68 on: February 13, 2013, 09:53:30 am »

This caught my eye, so I'm going to be looking in from time to time. No doubt, I'll have little of actual value to contribute, but I'm still PTW anyway.
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miauw62

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Re: Doomed Bay12 City-builder game.
« Reply #69 on: February 13, 2013, 10:27:46 am »

I don't think it's really going to happen anytime soon, so contribute if you want. I wish it would happen tough.
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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.

Aseaheru

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Re: Doomed Bay12 City-builder game.
« Reply #70 on: February 13, 2013, 03:02:26 pm »

can we not have plopables but have many, many different styles we can choose from?
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Jopax

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Re: Doomed Bay12 City-builder game.
« Reply #71 on: February 13, 2013, 03:24:57 pm »

Heck, if we do go full 3D (not rooting for it since isometric can look drop dead sexy as is the case with SC4) we can always try at having different pieces and modules that procedurally generate to make buildings. Like say if the building being built is a combo of commercial and residential of a certain size and capacity it randomly picks from a number of styles or bottoms for the shop and tacks on an appropriate top of the building. Not sure if this could be possible with the isometric approach.

Also not a great big fan of ploppable buildings except the bare minimum of public and utility properties.
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Djohaal

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Re: Doomed Bay12 City-builder game.
« Reply #72 on: February 13, 2013, 04:00:01 pm »

Heck, if we do go full 3D (not rooting for it since isometric can look drop dead sexy as is the case with SC4) we can always try at having different pieces and modules that procedurally generate to make buildings. Like say if the building being built is a combo of commercial and residential of a certain size and capacity it randomly picks from a number of styles or bottoms for the shop and tacks on an appropriate top of the building. Not sure if this could be possible with the isometric approach.

Also not a great big fan of ploppable buildings except the bare minimum of public and utility properties.

That is equally possible in isometric so long the engine is designed for it.
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PTTG??

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Re: Doomed Bay12 City-builder game.
« Reply #73 on: February 13, 2013, 04:38:36 pm »

I'd be happy to say goodbye to premade art and let all buildings be defined by a procedural combination of cubes and slopes. How hard could it be to define all of human architecture in a crude scripting language? Not very, I say.
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LoSboccacc

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Re: Doomed Bay12 City-builder game.
« Reply #74 on: February 13, 2013, 05:49:10 pm »

ideas about building generation
http://www.youtube.com/watch?v=-d2-PtK4F6Y
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