I am really excited to see what you do with city boss. On 5/18/18, Nick and Gemma Adamson <n...@ndadamson.com> wrote: > Hi Aaron. > Thanks. I guess you could call the concept an extension of what I did in > Park boss. > However, with any luck, it won't just feel like you're playing a bigger > version of the same game. Game play is going to be quite different. > BGT is OK for what it is. Unfortunately it's got its limits. For me the > major issues with it are the lack of multi-threading, There's going to be a > fair bit of background processing going on in City Boss which would make the > game feel very sluggish if it was all single threaded. The lack of full > proper 3d audio, particularly positional audio that moves around the > listener as they change direction and the performance, it's just not quite > quick enough for what I'm after. > > I'd love to see BGT get an update, mainly to see if the anti-virus issue > could be resolved as it's great for quickly pulling a project together but > personally for me I think I've hit its limits. There were things I wanted to > do in Tube Sim which I really had to cludge together in BGT that could have > been done easier with a more complete language. > > As a day job I'm a c++ software engineer and it's been my main professional > language for about 13 years now so it was the obvious way to go for me for > City Boss. I'm using a couple of other third party libraries. FMOD for > sound, an epic 3d audio library with all sorts of fun bells and whistles. > I'm also using SDL, a library for simple 2d graphics, multi-threading, > eventing and input. > If only I had more time to spend on City Boss, at the moment it’s a bit slow > going. > > Thanks. > Nick. > > > -----Original Message----- > From: blind-gamers@groups.io [mailto:blind-gamers@groups.io] On Behalf Of > valiant8086 > Sent: 18 May 2018 15:44 > To: blind-gamers@groups.io > Subject: Re: [blind-gamers] Coming up with ideas for a new game project. > > Hi. > > > I like this. What's more, it's similar to other projects you have so > something you have a good idea how to do already. You could in theory do > this with bgt too I think, if you actually ended up needing to stick > with it for one reason or another. > > > Cheers: > Aaron Spears, A.K.A. valiant8086. General Partner - Valiant Galaxy > Associates "We make Very Good Audiogames for the blind community - > http://valiantGalaxy.com" > > <Sent with Thunderbird 52.1.0 portable> > > On 2/11/2018 5:35 PM, Nick and Gemma Adamson wrote: >> Hi All. >> Thank you all for the ideas on and off list. >> It looks like Sims are very popular and I’ve got a great list of ideas >> you’ve all suggested so thank you for your time. >> >> The idea that has captured my imagination, as you can see below, is a city >> building simulator. I’ve been letting my mind run wild a bit and have >> pulled together an idea of what I’m thinking. It’s potentially quite a big >> project so don’t expect anything in the next month or so, <grins> >> Also at this moment in time this has captured my imagination and I’m quite >> enthusiastic about it however I’ve got a folder of projects sitting on my >> computer that I’ve started and didn’t really go anywhere. I’m hoping this >> won’t be another one of these. But I don’t believe in miss leading people >> so consider the below a set of ideas which “could” turn in to a game, >> there’s no promises. >> >> Take a look at the brain dump below. This isn’t a complete set of features >> I think the game may have, it just some ideas I’ve had as I’ve been >> reading the various replies I received. Are there additional things you’d >> like to add to the wish list? Again, no promises that any of the below or >> any ideas will make the final cut but if we’re thinking big then why not >> add things. It’s much easier to add ideas in at the design stage rather >> than trying to squeeze them in at a later date. >> >> So my ideas: >> Concept >> You start in an empty field. Your task is to take your empty field and >> turn it in to a city. The main scoring mechanism is the population of your >> city. >> The terrain of your city plot will be randomly generated. Somewhere on the >> field will be an interstate/motorway which you need to connect your road >> system to for contact with the outside world. There may also be a river, >> lake, mountains, sea shore, national railway link, natural resources such >> as coal, iron, copper, gold, stone, ETC. >> The environment will be randomly set at the start. This will include >> factors like average yearly temperature, rain fall, wind. >> >> Game play. >> I was thinking 2 modes of game play. A city planner part where all of the >> money stuff is managed for you and it’s all about laying out your city and >> designing the environment. In this mode every time you build a road it'll >> automatically include the utility supply systems. The idea is that this >> mode is more casual. >> The second mode is city mayor where all of the below is up to you. More >> complex but allows for more interesting game play. >> You'll be able to move around your plot of land in a 3d sound environment, >> similar to how you did in Park Boss. Depending on what players think a >> future update may include the ability to drive around the city. >> Most spoken text will be done using screen reader/tts however there'll be >> a spoken guide that is able to give context sensitive hints, this is the >> help system. >> I'm planning that there will be basic textual information on screen. >> Interaction will be via keyboard or game controller. >> You'll be able to build multiple cities at one time and the mode, planner >> or mayor, will be set on a per city basis. >> In a future version you may even be able to tour other player’s cities. >> >> Utilities >> For water supply, power, telephone/internet service, natural gas, water >> purification, ETC., you start out by getting this from the national grid. >> Each will have a cost associated with the supply of the utility. You will >> be able to build industrial facilities for all possible utilities which >> can reduce the need for the national grid. There will be different types >> of industrial units you can build. For instance, for power you could build >> different types of power plant, nuclear, coal, gas, wind, hydro, sola. >> Each will have an associated cost for building and then ongoing >> generation. You’ll be able to sell services back to the national grid to >> make money. You’ll also be able to sell your services back to other real >> world players using some sort of online being and selling system. You’ll >> be able to set your prices and undercut other players and the national >> grid. When building your city you’ll need to build supply lines for the >> utilities to the development in your city. >> >> Transportation: >> Your city will be linked using various transportation systems. Roads, >> Metro train system, busses, cycle and walking paths, ETC. you’ll be able >> to Control schedules and routes for busses and trains. Roads will be >> different types from major high ways to more suburban routes. You’ll be >> able to place gas stations and be able to select the mix of gasoline to >> electric charge points. >> >> Buildings: >> The main point will be building. There’ll be industrial buildings, >> factories, farms, offices, ETC. basically most of your population are >> employed at the industrial buildings, these will be privately run and once >> built you won't need to manage each industrial building. There'll be city >> facilities, schools, garbage collection, city hall, leisure centres, >> parks, police, fire service, ambulance, hospitals, ETC., which will have >> employees who you'll have to pay. >> There'll be houses, shops, entertainment areas, universities, libraries >> for your residents to live and use. Each building will have various >> options to do with quality or size. There’ll be a building and maintenance >> cost associated with each as well as a time to construct. It'll be a major >> part of the game to balance the cost of things against the desirability >> and how attractive it makes your city to its residents. For instance cost >> of living will need to be balanced against the pollution in the >> environment. >> Average house prices will be monitored and you'll need to balance the >> types of housing and ensure enough capacity of city facilities for the >> population you've got. You’ll also need to ensure that the housing matches >> the types of workers you’re employing. For example if your building a very >> industrial town you may want to keep your house prices down to allow those >> that work in the industrial areas to be able to afford housing. >> >> Money: >> You’ll be able to set taxes like a residence tax, sales tax, and business >> rates. You'll be able to sell utility services to other players. >> Fundamentally the game is about city planning and balancing the books. >> You’ll be able to build buildings that are for national services like >> prisons, waste processing facilities, military bases, ports, financial >> services and sell their services back to the government. >> If your trying to build a particular type of city you'll be able to set >> tax rates for particular sectors, for instance if you get a map which >> includes a sea shore you could build a doc, give low business rates to >> shipping companies and try to become a national shipping hub. >> >> Tourism >> Depending on the type of train that gets generated for your city it may >> lend its self to a tourist industry and you'll be able to build buildings >> that encourages tourism, again this could be encouraged using the business >> rates and infrastructure projects like airports. >> >> Events >> There'll be some kind of random event system, you get chosen to host a >> sporting event, there's a severe winter so building has been slower. >> Similar to how there was in Park Boss but with less severe consequences. I >> used this system to really drive park boss, I don't see this as being the >> big driver for city boss. >> >> City Monitoring. >> Basic information such as population level, city monthly income and >> outgoings ETC. will be available but you'll be able to drill down in to >> the numbers, employment rates, cost of living, and amount of commercial >> premises which is unoccupied, and so on. >> >> >> >> > > > > > > > > >
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