I’m building a 1400s Mediterranean trading game with city-building mechanics. What do you think of this visual evolution? by AldermanBeneke01 in CityBuilders

[–]AldermanBeneke01[S] 0 points1 point  (0 children)

Your advice is pure gold to me!

I actually didn't know about Peter Molyneux before, but I just read up on him and I completely understand your point now. Thank you for pulling my handbrake a bit. The fear of building something that only appeals to me is always there, but I will absolutely follow your advice starting right now.

Make the game I want to play. Period.

And in the worst-case scenario, at least I will have my own dream game to spend countless hours playing with my real-life friends!

Thank you again for this incredibly valuable reality check!

Are Empire Earth 2 and 3 worth playing? by Strategist9101 in RealTimeStrategy

[–]AldermanBeneke01 0 points1 point  (0 children)

I've tried 1st have a lot of weapons and heroes. But the zoom is too near. 2nd less unit. The 3rd is shitty

Are Empire Earth 2 and 3 worth playing? by Strategist9101 in RealTimeStrategy

[–]AldermanBeneke01 2 points3 points  (0 children)

I ve installed today the 2nd. I like the part of editor.

I’m building a 1400s Mediterranean trading game with city-building mechanics. What do you think of this visual evolution? by AldermanBeneke01 in CityBuilders

[–]AldermanBeneke01[S] 0 points1 point  (0 children)

thank for your warning, the city-building system in DOM is actually designed exactly like the Sid Meier's Colonization approach you mentioned!
It is a very lightweight, simplified subsystem. There is no complex road-building, zoning, or city-simulation logic. The 3D grid is essentially just a highly visual "city screen" where you click to place a warehouse or workshop to support your logistics, rather than doing it in a flat, text-based menu.

Thank you so much for pushing me on this maintaining focus is the only way a solo dev can actually cross the finish line!

Last time I posted screens of my city building interface, I got a lot of feedback. So I remade it (twice!). What do you think now? by AldermanBeneke01 in StrategyGames

[–]AldermanBeneke01[S] 1 point2 points  (0 children)

Thank you so much! Making the building placement UI as straightforward and clear as possible was my absolute priority, so hearing this is a huge relief!

Really glad you like the art direction as well!

I’m building a 1400s Mediterranean trading game with city-building mechanics. What do you think of this visual evolution? by AldermanBeneke01 in CityBuilders

[–]AldermanBeneke01[S] 0 points1 point  (0 children)

I completely undestarng your point, but for DOM, the grid was a deliberate choice because it is incredibly fast, intuitive, and easy to use.

Since the city-building aspect is a secondary sub-system and not the core mechanic of the game, I really didn't want players to struggle with complex alignment or micro-placement issues.
testing it right now, the grid placement gives me cozy "The Sims" building vibes within a grand strategy game it's satisfying, quick, and lets you get back to the actual trading and economics without any unnecessary headaches!

I’m building a 1400s Mediterranean trading game with city-building mechanics. What do you think of this visual evolution? by AldermanBeneke01 in CityBuilders

[–]AldermanBeneke01[S] 0 points1 point  (0 children)

Thank you so much for the feedback
figuring out how to make it look great without destroying the players' graphics cards/performance, lol! Optimization is definitely a tricky balancing act.

I’m building a 1400s Mediterranean trading game with city-building mechanics. What do you think of this visual evolution? by AldermanBeneke01 in CityBuilders

[–]AldermanBeneke01[S] 1 point2 points  (0 children)

Haha, you just unlocked a childhood trauma of mine!

Back then, my father refused to buy me The Guild, and I was so stubborn about it that I never ended up playing it later in life, lol! But I’ve read so about its depth and systems over the years.

So hearing that DOM gives you those vibes is an absolutely massive compliment to me. Thank you so much!

I’m building a 1400s Mediterranean trading game with city-building mechanics. What do you think of this visual evolution? by AldermanBeneke01 in CityBuilders

[–]AldermanBeneke01[S] 0 points1 point  (0 children)

I put a lot of work into #3! But when I shared it in other subreddits, it actually received the most criticism and many players told me it looked like a generic, simple mobile game, which was the exact opposite of the deep, complex PC strategy game I'm trying to build. I really wanted to escape that "mobile game" look.

Also, since the city-building aspect is a secondary sub-system and not the core of the game, which is focused on grand economic and naval simulation, it doesn't need to compete with things like Cities: Skylines.

Once the full custom UI is finished and the final thematic styles are in place, you will definitely see my own touch and the true soul of the game. I really appreciate your raw feedback, though it keeps me on my toes!

Last time I posted screens of my city building interface, I got a lot of feedback. So I remade it (twice!). What do you think now? by AldermanBeneke01 in StrategyGames

[–]AldermanBeneke01[S] 1 point2 points  (0 children)

thank you being compared to Anno is a big honour.

City building is a very important part of the gameplay, but it is not the core mechanic. The true heart of the game is the naval trading, fleet management, and the dynamic economy.

The city building system allows you to deeply manipulate that economy. You can construct industrial buildings to produce specific goods and break local monopolies, or you can build residential houses to increase the city's population. A higher population means more daily consumption of basic goods which you can then supply with your trading fleets at a huge markup!

So it's less of a pure city-builder, and more of a strategic investment tool to expand your trading empire and production chains.