| I spoke with Yoot about it recently. There are some issues with Nintendo and licensing that may take some time to work through. My fingers are crossed, but it might take a while and require patience. We all want it to happen though! Meanwhile I'm working on Micropolis (based on the original SimCity Classic code, cleaned up, and compiled with Emscripten into WASM), and also reimplementing The Sims character animation system and content management and creation system in TypeScript with WebGPU and MOOLLM. ;) Micropolis WASM + WebGL tile renderer demo: https://micropolisweb.com MicropolisCore repo: https://github.com/SimHacker/MicropolisCore Micropolis design docs: https://github.com/SimHacker/MicropolisCore/tree/main/design... Sims character animation demo with WebGPU renderer: https://vitamoo.space Source code: https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi... Design docs: https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi... Designs for creating LLM driven Sims content editing and creation tools, uplifting and simulating The Sims in MOOLLM, and downloading The Sims content back into the original game: https://github.com/SimHacker/moollm/tree/main/designs/sim-ob... >"What would your Sims say if they could finally talk to you?" >Two-way bridge between The Sims 1 save files and MOOLLM. Characters, objects, and pets step between a 26-year-old game VM and an LLM-powered universe, retaining and synchronizing their parallel existences. >The One-Line Version >Drag a 25-year-old Sims save file in. Watch the character wake up. Have a conversation with them. Send them home changed. The Uplift: Sims ↔ MOOLLM Character Bridge https://github.com/SimHacker/moollm/blob/main/designs/sim-ob... It's all still a work in progress that I hack on when I have spare time (and spare money for tokens), so no ship date known! ;) |
(I said "Wow!" in my head, if that means anything; I'm just used to games-designers of mid-1990s all being virtual recluses by now - or long into retirement).
May I ask a few things about SimTower that have been stuck with me since I was 9 years old (and my apologies if these questions have been asked already):
* What's stopping the source-code to the Win95/MacOS SimTower being released? I assumed Yoot retained core IP rights because Maxis was largely a re-packager and distributor... but if Maxis did buy the copyright to the source then it would sit with EA now - and EA themselves have been surprisingly cool with open-sourcing lately (Command & Conquer, etc) so could we see something happen on this front?
* Why did SimTower's ground lobbies and sky-lobbies get completely different artwork - but only for the first few hundred pixels - if you build offset from the left-edge of the map? And what are the different objects in the lobby artwork meant to be? I'm not sure if I'm looking at a row of green cash-registers or payphones - or something else.
* What inspired the endgame victory condition? (...do any towers in real-life have a consecrated cathedral on their summits? it just seemed an odd thing overall, even moreso given that Japan and Japanese urban (and urban-planning) culture doesn't make me suddenly think of Christianity.
(I now feel embarrassed for getting all fanboyish around you, lol; sorry!)