Hi there, it's hard not to notice the massive visitor income from this board, thanks for that. Even if it was way too early. So, yeah, i did read about Serial Killer RL but instead of doing a poor copy of something that's impossible to make in the first place i decided to build a city simulator with a relatively depth GTA/crime related gameplay.
(btw, yes I play DF and read this forum regularly)
If you have questions about GRA, you're welcome to ask, preferably on the
development blog. Post a comment on whatever article, and you'll get an answer. However I am not interested in feature requests, yet.
Luckily for us, there's really no competition here as the game seems a lot less ambitious and "serious" than this project. Not in terms of quality, but in terms of realism and depth.
lol.
You shouldn't do that when you don't have any kind of release to back anything up and especially in this particular case (you know the fake serial killer RL and all the related drama). But as I am not a bad guy I won't hold a grudge and give you a few free tips. The more games the better, IMHO, anyway. First, I have written a roadmap for
you so you can avoid to read the boring design documents all over my website and stop saying this kind of stuff
Two,
You have a few interesting ideas there and there, but it's lost amongst waves after waves of impossible things to implement correctly. I don't recall the programming language, but if it's LUA/script based, it's slow as hell and not open/dynamic-world friendly. So put your game in a "feature locked" mode, and work toward building a half decent city. Nothing fancy, just NPC following their schedules (whatever AI system you want to use). Then, and only then, you'll be able to figure what kind of feature can be included without killing the CPU. Believe me on that, anything said before having a relatively good working environment, should be discarded for this kind of project.
Cheers,
SK.