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Just curious, if you're focusing on realistic processes, how come that excludes realistic spacing/placement of structures (based on your websites background vid
by eezurr 5y ago
Just curious, if you're focusing on realistic processes, how come that excludes realistic spacing/placement of structures (based on your websites background video/image)? Wouldn't the two go hand in hand for the feeling of the game you're trying to build?
- iliketrains 5y agoI am not sure what do you mean by "realistic spacing/placement of structures", could you elaborate? Do you mean that in reality you would not build a farm next to a blast furnace? That's true, we did not implement any mechanics regarding building proximity to others, but that is certainly an interesting idea! When I mentioned our focus on reality, I meant that the mechanics and processes are mostly driven how things are done in the real world and by playing the game you can even learn something new (e.g. steel production needs oxygen). However, it is a game and this can be done only to a certain degree, especially the early game has a lot of "shortcuts". As an example of realistic mechanics and processes, you build excavators that mine ores and coal, trucks haul materials around the factory, terrain collapses as it is being mined, iron and steel smelting produces slag that needs to be disposed, fertilizer for farms is made from ammonia (synthetic process) or from compost (natural process), etc. (see our wiki for more https://wiki.captain-of-industry.com/ https://wiki.captain-of-industry.com/ ).
- eezurr 5y agoSure, I'll try. The structures are all lined up and flush up against each other, and the buildings are bunched up. There's nothing wrong with that, I was just confused by "realistic processes". To me that also means (closer to) realistic functionality at the structures too, both in placement and functionality. Since you mentioned it, it seems like a key part of your game but to me that isn't communicated in the video sample. Im working on a video game too so I understand the necessity of limitations and shortcuts. And your point could be entirely clear if I were to play the game. I'm just pointing out, IMO, there's a disjoint between what I see and what you say. Edit: I'll add, I believe the communication and interpretation of game functions is extremely important. Im creating a city builder/simulation game, but the depth of the simulation is determined by what's communicated to the player, not what the code does. I could create an intelligent game AI and a sophisticated economy, but if it doesn't communicate that to the player in any way, then it's no different than RNG to the players eyes.
- iliketrains 5y agoThanks for the clarification and you are right. I probably should have said that it is merely more realistic than other games in this genre. It's great to hear from other game devs! What is your game called?
- eezurr 5y ago>It's great to hear from other game devs! I agree! Do you happen to know of any small discord servers / other communities for game devs making simulation games? The larger ones I've been to were just too big. I dont have a name for my game yet. I'm only 3 months in. When I get to the point where I have a SimCity 2000 level of functionality, I'll know I should keep going and will start putting together a brand/webpage.
- iliketrains 5y agoI am not in any game dev discords. Frankly, I am having hard time engaging with the indie game dev community (be it on forums, reddit, discord), it seems that the problems I am dealing with (and could use some help with) are very specific and quite technical, so my posts are usually unanswered. I'd love to find a good place for having such discussions. And good luck with your project!
- eezurr 5y agoWell how about we start one, for people working on simulation games? https://discord.gg/ZydM8Eg77P https://discord.gg/ZydM8Eg77P When I have time I'll poke around the internet for other devs with similar ambitions .