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Work in Progress / City Builder (Game)

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Lord Einstein
19
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Joined: 22nd Oct 2005
Location: Well here, of course...
Posted: 17th Jun 2008 18:31 Edited at: 17th Jun 2008 18:40
What is this bug. I didn't know about it. Is it a tiny thing or quite major? Give me more details. What do you do to cause it and does it only happen to certain saves.

Darth Kiwi - your right about the camera thing - strange I didn't notice. Subways improve your transport which is needed for commercial. I may change that so that every building increases your traffic and this decreases the overal efficentcy of your city. Sort of like corruption to help stop super mega cities. If I choose this option then roads and dirt paths decrease your traffic and subways majorly decrease it. Roads more than dirtpaths. At the moment dirt paths give less traffic.

I have created a sort of tutorial thing in the form of a help window that you can activate or deactivate. It responds to your actions telling you something is wrong with your city and why. e.g. if a building has no road connections it will tell you. Right clicking on the buildings portrate tells you what the building needs and what it gives. I can't give values though as these change as the city grows and their is the difficulty, happiness, traffic and other building multipliers to take into acount. depending on where you place the building its efficentcy changes.
nackidno
17
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 17th Jun 2008 18:36
I have the save game bug to. In details, all I can say is, The save game seem to disappear when restarting the game (aka, quiting and reexecute). Though when i look up the save game folder, all data for my city is located there.

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 17th Jun 2008 23:34 Edited at: 17th Jun 2008 23:50
To replicate the save game bug, just start a city, save it, then completely close down the application. Now start City Builder again, and go to Load Game, your save file won't be listed there.

On a side note, I thought the progression of time wasn't very realistic. I mean, a single farm is going to rake in more than $4 a MONTH. Also, since the game is based upon the time incrementing in order for changes to happen, years go by very quickly. I was thinking that technology would have been a BIT more advanced by year 2487.

Maybe if you had time going by a single day a time instead of a month, then it'd seem a little more realistic. $4/day for a farm is actually quite a reasonable concept. (Moreso than $4 a month anyway, lol) So, to save on time and keep things a little bit realistic still, you could have each month contain 30 days, but not SHOW what day of the month it is.


The one and only,


dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 18th Jun 2008 03:03
It has potential to be really fun but isn't quite there yet, other than the already mentioned issues of being to place things over each other and the right and bottom of the screen scrolling(which is really annoying). The scroll speed should be tweaked further I think, it's almost like the scroll speed is based solely on the camera's height from sea-level rather than compared to the ground under making the camera move way too fast when at a moderate height, I don't know when I'd need to scroll that fast unless zoomed all the way out. Also selecting things was very annoying, sometimes you have to right click before it'd let you select things and placing roads as already mentioned in a pain.

Some things didn't really make any sense, why does building a wind turbine/solar plant or park cost money monthly? Maintenance? I also think it should be far more complex, i.e. if I build a nuclear plant it should be located next to water(which can then be polluted locally), I must then place electrical lines to my city/cities and not just roads, but those too are needed for workers, also a chance the plant may overload so placing them well away from any population is required. A bigger map can't go amiss either, plus things like water based structures, ships and general traffic that goes places as currently you can just place a road going right though your map to fix any issues yet leading to almost nowhere.

Lord Einstein
19
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Joined: 22nd Oct 2005
Location: Well here, of course...
Posted: 18th Jun 2008 10:01 Edited at: 18th Jun 2008 10:04
I have fixed most of the bugs stated and In the process found others. I will tweak the scroll speed if you want Dark Coder and I have created the option for bigger maps (village, town or city). I have already added a tutorial and I am working on a collision system for the buildings. Power lines is a nice idea but I'm not sure how I would do it. The same is with water.

Making the cars acturly go somewhere would be oursome but I'm not entirly sure how to do it yet. Would I get the computer to find every possible route and then use the most efficent, increasing the value of traffic on a certain section of road? Water buildings and more use of water is quite a nice idea. As for the months I may change it to days or I could make it so you passed a month less frequently and the income of a month is much higher. e.g. *10.

I am going to release another version when I have finished these features and make sure it works.
bergice
17
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 18th Jun 2008 11:22
Just came up with another suggestion.

Add some natural life to the island
Make some trees and place them crowded up on different places.
You must not be able to build there before you have cut down the woods.

Really good btw


Programming Recorder: 3,0 months of dark basic
nackidno
17
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 18th Jun 2008 21:58
Or just place the trees yourelf? I would just find it annoying to try place a building and a tree is in the way!

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
bergice
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Location: Oslo,Norway
Posted: 18th Jun 2008 23:20
Yeh, but it looks more natural that way, and it makes it more challenging.

Maybe for the coal plants, you had to make it near a mountain


Programming Recorder: 3,0 months of dark basic
Lord Einstein
19
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Joined: 22nd Oct 2005
Location: Well here, of course...
Posted: 19th Jun 2008 00:19
Trees are an idea and I was going to add them as soon as I made the bulldozer (would hate to have trees and no way of chopping them down). They would just be there for asthetics. Whay would the coal plant need to be near a mountain, coal is shipped in anyway and the mountain would take up the whole map.
nackidno
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Location: Där solen aldrig skiner
Posted: 19th Jun 2008 00:42
Or maybe a harder difficulity will include alot of trees, while easier difficulitys include less trees?

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
bergice
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Location: Oslo,Norway
Posted: 19th Jun 2008 09:51
Yeh, something like that


Programming Recorder: 3,0 months of dark basic
Diggsey
18
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Location: On this web page.
Posted: 19th Jun 2008 19:45
@Lord Einstein
You could make it so that roads clip together when you build them (eg. if they are within a fixed distance of another road, they clip to the nearest road (either at the end, or part-way along). That way, you know exactly which roads connect to which, and from that you can create nodes for a path finding algorithm such as A* Each car could represent a person or a few people, and it would go between the work-places and houses. If you need any help with the path finding, I can help you (most path finding examples use a grid, which is inefficient, and not suitable here)

Lord Einstein
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Posted: 19th Jun 2008 20:03
ok. What is A*. I think I have herd about it before but is it a plugin or section of code? I was worried it might be quite slow, especially in large cities. I might be able to do it with batch processing simularly to how the buildings and stats are calculated.

I've got the bulldozer working, added a tutorial and different map sizes. I am going to put trees on and then release a new version. I have to do some revision for my exams tomorrow firstly though.
Plystire
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th Jun 2008 08:13
A* is a famous method of pathfinding. It's utilized to find the shortest path between "nodes". Nodes are set up so that they connect to some other nodes but not always to EVERY other node. I used this method for pathfinding in my CyberWars game. I think IanM made an A* plugin/DLL for DBP that you may be able to dig up. (Though, I programmed my own, you may not want to)


The one and only,


Outscape
16
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Joined: 23rd May 2008
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Posted: 25th Jun 2008 22:37
bug:
cant unzip

Creators of Outscape
nackidno
17
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 26th Jun 2008 10:13
Strange, I can unzip, and have done so with all previous versions too.

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Outscape
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Posted: 26th Jun 2008 10:29
can someone make a new mirror?
with a different zipping?

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Darth Kiwi
19
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Joined: 7th Jan 2005
Location: On the brink of insanity.
Posted: 26th Jun 2008 19:34
I too had trouble unzipping. I think my downloading was faulty, though. Try again and hopefully it should work.

I'm not actually a Kiwi, I just randomly thought it up one day.
Outscape
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Posted: 29th Jun 2008 20:43
downlaoded 5 copys none work

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nackidno
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Location: Där solen aldrig skiner
Posted: 30th Jun 2008 08:52
What is the problem exactly?

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Outscape
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Posted: 30th Jun 2008 16:29
Winrar tells me the file has unespectivly ended
and error in unzipping

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Outscape
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Posted: 30th Jun 2008 16:30
can some rezip it and upload please

Creators of Outscape
nackidno
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Location: Där solen aldrig skiner
Posted: 30th Jun 2008 16:35 Edited at: 30th Jun 2008 16:54
Wait then, I will edit this post when done.

Do you have winrar? Maybe I can compress it into a .rar instead?

EDIT : Here is the new uploaded file. I will delete it from filefront as soon as you have it downloaded.

http://files.filefront.com/City+Builderzip/;10865115;/fileinfo.html

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Lord Einstein
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Joined: 22nd Oct 2005
Location: Well here, of course...
Posted: 1st Jul 2008 12:28
I don't think you need to use winrar to unzip it. Just opening the zipped file and then selecting unzip from the left hand menu seems to work fine.
nackidno
17
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 1st Jul 2008 12:51
It works fine for me too. I don't understand the problem Outscape has. His version of Winzip seem to think it's something wrong with the files. Maybe get a new version of it? Maybe you can try use Power Archiver? It's quite good.

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Outscape
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Posted: 1st Jul 2008 20:47 Edited at: 1st Jul 2008 20:56
im downloading now
i have had problems before like this so it might be my version.
[EDIT]
nakidno
YOU ARE A SAINT!!!!
1st you help me GREATLY with my game by helping me fix bugs
2nd you now gave me a zipped file i can unzip
THANKYOU SAINT NAKIDNO

Creators of Outscape
nackidno
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Location: Där solen aldrig skiner
Posted: 2nd Jul 2008 12:33
Glad I could help.

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
ALaster34
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Joined: 23rd Mar 2008
Location: Central Oklahoma
Posted: 9th Jul 2008 06:39
Great demo. I enjoyed it. Thanks for you hard work.

Critique.
* Add some variations in the same building categories --> ie (3) styles for each building. (not a hard task and gives the appearance that there is more going on underneath the surface)
* Larger maps (I like that the game made random maps a very welcome feature)
* Model alignment --> when placing the buildings it would help if there was a function that "auto aligned them to the road" (not a big deal but it does make the city design look cleaner)
* Object selection --> forgive me if you have already addressed this but when you place down a road or peices of a road ot a misplaced building it would be nice to have the ability to select it and bulldoze it. I was not able to select nor use the bulldoze feature. on a side note it would also be cool that when you select the building it would throw some stats at you on how the bulding is doing, workers or residence in that building and income ect.

Those are easy critiques that should be easy implementations if that is your goal. If you dont need or want critiques then I will just say good job and I look forward to playing future updates of the game.
jz12345
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Joined: 15th May 2008
Location: here...duh.
Posted: 10th Aug 2008 06:59
This game looks very interesting!

THIS IS SPARTA!!!!!!!!!!

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