Can someone please build new SimCity. I'm missing it badly and I'll pay anything. This was the game that had a meaningful educational value (real estate development, microeconomics) coupled with entertainment. I didn't like people part (Sims) as much as city planning.
A SimCity inspired city builder where you design an MMO RPG
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Re: A SimCity inspired city builder where you design an MMO RPG
#72I always dream about an RTS where one gets to be the DM (God, Gaia... whatever you call it) where computer players fight against each other. I love scripting maps to make current games (especially AoEII and C&C Generals) work like that. I'm hoping this is, in a way, something like that. I know an RPG is played in the map (city) you design, but still. I'll give it a try.
Reminds me of "Sandkings" by George R. R. Martin. It's in the Dreamsongs volume I collection. The connection is the protagonist buys some insect-like pets for which he is like a god and there are multiple colonies which do things on their own in a terrarium.
That is an interesting idea to make a game like that.
Re: A SimCity inspired city builder where you design an MMO RPG
#73Hey 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
I'm actually working on a multiplayer map builder in a ww2 fps: https://www.youtube.com/watch?v=3XdLbRzsCDg (I hope this is ok to share I don't think they are in competing markets)
Curious to get your guys response to it!
Great work and good luck!
Re: A SimCity inspired city builder where you design an MMO RPG
#74Hey 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
Re: A SimCity inspired city builder where you design an MMO RPG
#75Earlier quoted context omitted.
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.
Re: A SimCity inspired city builder where you design an MMO RPG
#76Re: A SimCity inspired city builder where you design an MMO RPG
#77This is a random question, slightly off topic, but I was looking at the No Man's Sky videos and wondered how video game programming worked with regard to a server and interfacing with multiple users at once. Does the team design the game to run on the console and also a version to run on the server or is it two separate applications each with its own set of business rules?
Depends on the architecture. If the game has dedicated servers, then they will built 2 separate pieces: 1. The game they ship to the client and 2. The server software which receives messages from the client and propagates world changes to all clients in the same game session. If the game is PvP (like most xbox games), the there is only the single game, and a 'host' is chosen to act like the server above. This can lea…
You can further split the first option into two approaches. You can have a glorified dumb client, in which case most of the logic is in the server. This works well for turn based games.
For action games, however, there is a lot of undesirable latency in this design, so these games replicate most of the logic in the client so that the client can predict how the game state will advance in time. This makes it appear to the player that there is no latency. There is still one authoritative server, however, be it a dedicated server or a "host" player.
As you can imagine, programming a system that can handle prediction errors and juggle multiple out-of-sync clients is challenging.
Re: A SimCity inspired city builder where you design an MMO RPG
#78Earlier quoted context omitted.
> 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 t…