Live data from Hacker News

A SimCity inspired city builder where you design an MMO RPG

forums.tigsource.com

51–60 of 83 posts

Re: A SimCity inspired city builder where you design an MMO RPG

#51
post #33
post #7

Earlier quoted context omitted.

True, though really you could say this of any game. Ideas are cheap. It's the execution of the idea that draws the crowd. - Superhot actually took the stop time mechanic from Time4Cat [1], a free flash game. With guns added, and a unique art style, players were drawn in. It also helped that the game was originally created for the 7DFPS challenge where it received initial interest. - Minecraft gained popularity origin…

> Superhot Isn't that game meh? Not a great example. > Minecraft gained popularity originally because it added enemies that came out at night I've never heard that point of view before. Rather that it was a cubic world were everything could be destroyed and created. > Portal, the mechanic was neat, but the story is what people always talk about What? Besides "the cake is the lie" there is no real story, people talk a…

I'm actually convinced that you didn't pay any attention in portal. The story is thin, it's the story of a tester that is constantly being thrown curveballs. Finally the testing is done and the AI decides to kill you, you then escape behind the scenes and plot to kill the AI. I think when people praise the game for it's non-mechanics what they are actually praising int he characterization and writing of GladOS (and then later in Portal2 Whetley).

Re: A SimCity inspired city builder where you design an MMO RPG

#52
This is really cool! What engine are you building in?

Have you considered approaching Sony's indie-developer program?

As far as I can tell, on this generation they are being incredibly supportive of indie developers ... and I would 100% pay for an indie game like this on PS4.

Re: A SimCity inspired city builder where you design an MMO RPG

#53

The concept reminds me a bit of Majesty: The Fantasy Kingdom Sim, in that you're loosely overseeing a bunch of AI adventurers running around and getting into trouble. Of course it's coming at the idea from a very different direction. Mostly it's just that Majesty holds up astoundingly well for a 15-year-old sim game, and I've been thinking about it lately. :)

What about being able to play as a Hero-class unit, as well as overseeing? The player could be Gandalf, who can exercise bad-assery and turn the tide in an individual battle, but also direct the overall battle. Like an RTS where you have to ride to line of sight give commands?

Re: A SimCity inspired city builder where you design an MMO RPG

#54
post #44

Earlier quoted context omitted.

I feel ya bro. The pre-alpha build will be released early, just need something complete enough to get meaningful feedback on.

When I was in high school, I wanted to be a graphic artist. I completely understand thinking it's not good enough yet. Part of you is in this product, and it's always coming from a vulnerable place, no matter how good you are at taking criticism. You've been working on this since at least september of 2015. it's good enough right now. Even if you up and change huge chunks of code later, it's good enough right now. I…

Please, getting on HN is not the 'be-all and end-all'

Re: A SimCity inspired city builder where you design an MMO RPG

#55
post #30
post #13

Hey everyone, dev here. Just got wind of this thread on twitter. Happy to answer any questions. If you're interested you can find out more here: https://itch.io/t/9883/mymmo-design-your-own-mmo-city-builde... https://twitter.com/aaronjbaptiste https://www.twitch.tv/the_alchomist/profile/highlights https://www.reddit.com/r/mymmo

Have you considered to crowd-fund the development? It looks really promising, and it feels like one of those ideas that could become popular. (I like how you placed Notch's Minecraft character in the doorframe of the image as part of the 'If you're names not on the list you're not coming in'-update :))

I would be very happy to mark this project as my first foray into the crowd funding world. I have some experience running campaigns, but have yet to contribute to one. This game looks like what I dreamt of creating back in the heydays of Game Maker 4.

Re: A SimCity inspired city builder where you design an MMO RPG

#56
post #41

Earlier quoted context omitted.

How did you get wind of this thread on twitter? (i.e. how does that work - I dont use twitter)

Probably via this mention: https://twitter.com/imdsm/status/708286213975908352

I pray this actually happens. Dwarf Fortress would be amazing hooked up to this engine.

Re: A SimCity inspired city builder where you design an MMO RPG

#57
post #54

Earlier quoted context omitted.

When I was in high school, I wanted to be a graphic artist. I completely understand thinking it's not good enough yet. Part of you is in this product, and it's always coming from a vulnerable place, no matter how good you are at taking criticism. You've been working on this since at least september of 2015. it's good enough right now. Even if you up and change huge chunks of code later, it's good enough right now. I…

Please, getting on HN is not the 'be-all and end-all'

You make it sound so easy. When was the last time either of us had a project featured on HN?

Re: A SimCity inspired city builder where you design an MMO RPG

#58
This is awesome. Its very similar to one of my favorite games Majesty The Fantasy Kindom Sim

https://en.wikipedia.org/wiki/Majesty:_The_Fantasy_Kingdom_S...

I've been craving a new game in this genre for a while. I love the 'idle' game play where the world evolves. Point me to the crowdfunding page!

Re: A SimCity inspired city builder where you design an MMO RPG

#59
post #28

Earlier quoted context omitted.

No questions. Just wanted to say I'm glad you made this. A few years ago, I was playing Roller Coaster Tycoon and World of Warcraft a little too often. Had the idea to merge the two, since WoW is basically an amusement park. I mapped the project out but never put anything together. Anyways, I'm thrilled you made it happen.

Share your thought-maps for that merger? I cant picture "wow is basically an amusement park" in my head... Thanks

If you've played WoW, or an MMO like it, just think of it this way. All the experiences are mostly the same no matter how many times you do it. With slight variances based on your class, of course. You go and kill the monsters and finish the quests, and it's all completely predictable. You change nothing. You build nothing. It's all a pre-planned ride. With stuff like dungeons and raids, it's a pre-planned ride you can go on multiple times. With NPCs basically playing the same role as those people in parks wearing character suits.

And it's not just the rides. There's all sorts of prizes, souvenirs, and events designed to make you come back over and over again. There's a casino aspect to it too. Take the ride and you might get a fabulous prize at the end. Or more likely not, but you can always try again tomorrow.

So you can see how the MMO -> Theme Park Tycoon would work. Instead of rides, you designate zones, quests, & dungeons. Instead of hiring costumed people to dance around, you create NPCs. Instead of drink & toy vendors, you sell buff food, pets and mounts and gear. Instead of hiring janitors and security guards, you'd hire game masters (GMs) who would do the same clean-up & refereeing work.

Done properly, this would be an incredible experience. There's the tycoon part of it which would let you see how well you built your Skinner box and how much the Sims are getting addicted. And then there's the part which resembles many of the various gamemaking kits out there. RPGMaker comes to mind. The player can build an entire fantasy world. With multiplayer and the ability to import creations, the world can be built by a team. And then the player could open up the world using the built-in server and actually play in their creation with their friends.

Re: A SimCity inspired city builder where you design an MMO RPG

#60
post #45
post #13

Hey everyone, dev here. Just got wind of this thread on twitter. Happy to answer any questions. If you're interested you can find out more here: https://itch.io/t/9883/mymmo-design-your-own-mmo-city-builde... https://twitter.com/aaronjbaptiste https://www.twitch.tv/the_alchomist/profile/highlights https://www.reddit.com/r/mymmo

Really cool. What kinds of things are you using to make something like this? A particular game engine, language, etc?

Unity + a couple of Asset store plugins - SSAO, ColorfulFX.

It's written in C#.

The engine handles all the voxels internally, but some of the models like the characters and Jellos are created in Blender and Magicavoxel.

Photoshop for textures.

Visual Studio Code for the IDE.

Post reply on HN