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by YesBox
1489 days ago
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That would be quite an impressive game. Each simulation would need to be automateable in case the player does not want to manage that particular aspect of the game. Otherwise the game will fall into the trap of "trying to please everyone pleases no one". Anyways, I'm working on Archapolis, a city builder game. The game will feature more hands on management than existing games in the genre, such as being able to design/build your own buildings. The player will see the interior of the buildings so making the exterior pretty wont need to be worried about. I'm also aiming to have a city board that will automate parts of the game for you if you choose (like having a fire marshall to handle fires) I've got a tech demo of the path finding code up on youtube here, in case you're interested in path finding hundreds of thousands of units efficiently https://www.youtube.com/watch?v=7q0l87hwmkI |
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Just guessing From what I see, it looks like you may have chosen a technical path that doesn't scale well even if the resource usage is reasonable at this scale (constant time != constant resource). There are certain features I want to have that I think your approach doesn't make viable, so depending on how your game evolves the algorithm may get in the way. You've probably already thought through some of that and figure with some optimizations maybe it will be enough for your needs. Might even have a little extra versatility in other ways.
Hope you find success! I'll keep an eye out on your project. One bit of feedback though, I would personally change the name. It's not fun to read and doesn't roll off the tongue very well.