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Yeah, while HN is about the code-wonkery, I had to jump over to your main site to see it at work... https://aeplay.org/citybound https://aeplay.org/citybound
by Pxtl 8y ago
Yeah, while HN is about the code-wonkery, I had to jump over to your main site to see it at work...
https://aeplay.org/citybound https://aeplay.org/citybound
It's beautiful. Totally agree on the flat-shaded aesthetic. A nice stylized low-fi without giving into pixel-art.
I'm always suspicious about simulation-driven games because they can get lost in the wonkery of it in ways that don't actually provide gameplay to players - my understanding was that Master of Orion 3 was ruined by this kind of design. But it looks like your "simulation driven" thing is about the citizens, which is wonderful.
Your current vids are very rural. Are you planning on getting into transit and bike-lanes and the like, or is this primarily going to be about roadways?
- theanzelm 8y agoTransit, pedestrians and later bikes will be the next features I want to work on regarding transportation, after I make all aspects of the simulation scale to larger-than-rural settings with car traffic.
- tropo 8y agoIf you do add those things, please don't give them magical benefits. Transit should be outrageously expensive to add. (see the recent subway expansion in New York and in San Francisco) It should be outrageously expensive to operate. Transit should shut down often for floods, strikes, the "wrong type of snow", "leaves on the tracks", crowds of people (good job San Francisco, LOL), maintenance, terrorist attacks, and many other random reasons. Transit should increase crime. Transit should go to the wrong places. You ask for it to be installed where it is needed, but instead it ends up a mile away because that was where it is possible to build.
- skybrian 8y agoGames are mostly about fun, not realism.
- theanzelm 8y agoIt's a spectrum. My goal is to "teach the right things" that you would need in a realistic setting and have the simulation try it's honest best to simulate everything in realistic scope, detail and behaviour, but I might cut some corners with bureaucracy that is involved in real-world city planning to not compromise on fun.
- Pxtl 8y agoNow I'm fantasizing about players levying a carbon-tax to collect revenue and force modal shift to transit/cycling.
- theanzelm 8y agoI would love and very much want such things to be possible - and to still make it an obvious reaction to your player decision.
- tropo 8y agoIt would force a revolt, after the economy collapses and unemployment shoots up over 90%.
- vxNsr 8y agothis is possible in base game of cities skylines.
- tropo 8y agoOne of the truly awful things about SimCity was that transit was unrealistically beneficial. It was some sort of awful joke, the sort you might roll your eyes at and say "oh brother, this is idiotic". It felt like somebody was pushing a transit agenda hard. Similarly, pollution was unreasonable. Coal power may be dirty, but SimCity made it absurd. There was also the nuclear plant explosions that pretty much never happen in the real world. Both the failure rate and the failure consequences were way above normal.
- thatfrenchguy 8y agoYou need to live outside the US for a while
- zepearl 8y agoThanks for the link to the main site and (upstream) for mentioning "patron" - I didn't notice any of them on the github page... :P I will think about becoming a patron... .