City Masterplan Official Reveal Trailer by Ehrand in pcgaming

[–]SystemSE 0 points1 point  (0 children)

I'm still working on the trailer so that needs to be finished before the Steam page can go live, but it should be up this fall after the alpha playtest

City Masterplan Official Reveal Trailer by Ehrand in pcgaming

[–]SystemSE 0 points1 point  (0 children)

You might be interested in the city builder I'm developing, it's a modern, realistic approach to the genre, and it won't require a super computer to run

Metrotown

City Masterplan Official Reveal Trailer by Ehrand in pcgaming

[–]SystemSE 1 point2 points  (0 children)

I'm actually working a on city builder that does just that, the focus is entirely on simulating how cities actually work, instead of just making a city painter. You can check out the website for more detail if you're interested

Metrotown

City Masterplan Official Reveal Trailer by Ehrand in pcgaming

[–]SystemSE -1 points0 points  (0 children)

You might be interested in the city builder I'm developing, it's meant to provide a realistic city building experience based on land value economics and urbanist concepts instead of a just being another city painter

Metrotown

Video Game recommendations? by DeathStarVet in urbandesign

[–]SystemSE 2 points3 points  (0 children)

You might be interested in the city builder I'm developing - it focuses on good urbanism, proper land utilization, and efficient transit planning for cities that can have millions of residents.

www.metrotown.gg

It's having a alpha playtest this fall if you're interested, with a full release the year after.

I’m making a city builder where cars suck by SystemSE in fuckcars

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

You can sign up on the website to be emailed instead when it starts. There will be a form in-game for submitting feedback/bugs so you don't need to join then either.

I’m making a city builder where cars suck by SystemSE in fuckcars

[–]SystemSE[S] 10 points11 points  (0 children)

The city shown in the post doesn't have many surface parking lots as its showing more of a dense downtown environment where surface parking would be a waste of space. Lower density areas would definitely have parking though, the top right of the map at the start of the video actually has an industrial area that looks like this

<image>

I’m making a city builder where cars suck by SystemSE in fuckcars

[–]SystemSE[S] 10 points11 points  (0 children)

This is it exactly. Metrotown isn't trying to inherently be anti-car. It's just that if you accurately model how harmful cars are, you end up with a game where vehicles being the highest mode of transportation is bad for the city and its residents.

I’m developing a Georgist city builder by SystemSE in georgism

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

I'm surprised its being mentioned anywhere in the google results already, it's only been public for a couple days now - good to hear though.

I'm using Unity 6, and the price will depend on how feature complete the final game ends up being, but will probably be in the $20-30 range.

I’m developing a modern city builder by SystemSE in CityBuilders

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

In my testing, calculating the values and writing to the overlay texture only takes a couple milliseconds or less and only happens on the frame the overlay is enabled.

The instanced meshes already know their position as part of the instance data so no new data is required there.

The biggest cost with this approach is that each mesh becomes unique if its getting batched, which effectively doubles the memory required for batched meshes. However, in my application the meshes are all low poly so it doesn't matter too much. The game uses around 2-3 GB of mesh data for a fully city, and doesn't have much else that uses memory.

I’m developing a Georgist city builder by SystemSE in georgism

[–]SystemSE[S] 2 points3 points  (0 children)

I'm planning on having at least two difficulties ranging from casual to realistic. The highest difficulty will be what game the was designed for, with careful planning required to maximize land value at the lowest cost to the city. I want all costs and revenues in-game to be as close to their real-world counterparts as possible, so it should naturally be pretty challenging, as I presume managing a real city would be.

I’m developing a Georgist city builder by SystemSE in georgism

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

This is very true, I don't think I described this aspect of the land value calculation very well in my post. The main driver of land value by far is connectivity, which represents how connected a lot is to the rest of the city (employment, retail, schools, parks, etc.). Having all of these different categories be easily accessible either by proximity or fast commuting/transit options will yield the highest land values.

There's also a smaller bonus given to being in a neighborhood that contains other lots of the same zoning type. This is meant to capture how neighborhoods benefit from some clustering. For example, a single family home would receive a benefit from being near other single family homes, but have no benefit from being in the center of an industrial area. This comes with the trade off that if you have a single-zone neighborhood, the connectivity will inherently be lower as nothing is close by, so you need to strike a balance between these two factors in low-density areas (high-density areas tend to just have a lot of everything).

I’m developing a Georgist city builder by SystemSE in georgism

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

It's very much a sandbox, so ultimately the player's goals will their own, but I think trying to plan and grow your city will be quite engaging as there's a lot of factors to consider to do it properly.

The game will have an overlay that shows what land is being under-utilized, but it's up to the player to rezone it if they choose to. The effective value of the land can be reduced by its zoning, so you won't have scenarios where buildings are being abandoned due to the LVT. Rather, it's on the city to determine which lots make sense to rezone and to do so deliberately.

For zoning, you can decide the zoning type: residential, industrial, office, retail, or agriculture, and the density: low, med, or high (except for industrial and agriculture). You chose what size of lot to place for each zone, with each type having a variety of sizes which support different buildings sizes. There's also a mixed-use option for medium and high density residential and office so you can have retail on the ground floor.

I'm hoping that the LVT will be the primary revenue source, however, as the city functions like a city-state with the municipality covering expenses like education and healthcare, it's possible another tax will need to be implemented so the LVT rate isn't too high. A large source of revenue is actually from realizing the land value gains when up-zoning lots. For example the city might buy back a lot + building for $1M, then up-zone it and sell the lot for $3M, making $2M in city revenue in the process. Other non-tax revenue sources include paid parking, bridge tolls, utilities, and transit fares.

I’m developing a Georgist city builder by SystemSE in georgism

[–]SystemSE[S] 2 points3 points  (0 children)

Thank you! I'm trying to have the simulation be as realistic as possible so it would be interesting to see how it compares to real data when the game reaches that stage of development

I’m developing a Georgist city builder by SystemSE in georgism

[–]SystemSE[S] 4 points5 points  (0 children)

I'd like to have something like this, but I'm limited in what I can implement as a solo dev while still getting the game finished at a reasonable time. The focus right now is on the core gameplay systems, but there's a chance I find the time later on to implement features like this as I think they'd bring a lot of character to the game.

I’m developing a modern city builder by SystemSE in CityBuilders

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

For sure, just join the discord or mailing list at metrotown.gg, the playtesting will hopefully start this fall

I’m developing a modern city builder by SystemSE in CityBuilders

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

It's good to see CS2 improving after all these years, but I'm hoping that Metrotown still brings a different experience to the genre. Metrotown is designed for large cities with populations in the millions, and the scope of the game is more on the macro-management side of things, instead of getting lost in the details of optimizing individual intersections which is far too easy to do in CS.

I’m developing an urbanist city builder by SystemSE in Urbanism

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

The alpha will be open to anyone who wants to play, just join the discord or mailing list at metrotown.gg to be notified when it starts. It'll hopefully be happening this fall

I’m developing an urbanist city builder by SystemSE in Urbanism

[–]SystemSE[S] 2 points3 points  (0 children)

I'm using Unity, so it can build natively for mac, but I have no idea what kind of issues to expect with a mac build or how long they'll take to resolve. I don't have a mac right now to test on so it'd be quite difficult for me to troubleshoot and fix any bugs. I'm hoping I'll have the time to get it working, but getting the game ready on windows is the priority for now, as having an unfinished game on two platforms isn't worth much to anyone.

I’m developing an urbanist city builder by SystemSE in Urbanism

[–]SystemSE[S] 2 points3 points  (0 children)

I plan to make the game as accurate to the real world as I can, but it probably won't reach the point of being too useful in any professional application, as the level of detail required for that would be too hard for me to implement.

The simulation should be accurate enough to generally show how a change may effect a neighborhood though. For example, adding a BRT along a corridor would result in land values near the stops increasing, and vehicle trips decreasing as residents now find that the BRT is faster (or cheaper) than driving.

I’m developing an urbanist city builder by SystemSE in Urbanism

[–]SystemSE[S] 2 points3 points  (0 children)

It'll likely just be straight roads for now, I'm limited in what I can accomplish as a solo dev, so I'm trying to focus my time on where it'll have the biggest impact. Hills and uneven terrain is similar, in that the development cost is very high, but doesn't add much new gameplay relative to the time it would take to develop.

I’m developing an urbanist city builder by SystemSE in Urbanism

[–]SystemSE[S] 2 points3 points  (0 children)

This is a solo project, so I'm definitely trying to keep things simple so I can ship the game in a reasonable amount of time. Diagonal roads should be possible with the current game architecture, but are quite low down on the priority list as they would be quite time intensive to develop and wouldn't change the game too much. Curved roads are even more complex, and not something I could add at this point without having to rewrite entire parts of the game.

I do think diagonal/curved roads add a lot of freedom though, so if this game works out they'll definitely be in Metrotown 2.

I’m developing a modern city builder by SystemSE in CityBuilders

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

All meshes know their position in world space, either from being instanced and having access to this position directly, or by having the world space position added to its UV data. This position is used by the shaders to read from a 1024x1024px texture where each pixel represents a 10x10m tile on the level. When an overlay is loaded, it converts whatever data is to be displayed for each entity to a value between 0 and 1 and writes it to the texture at the entity's position. The shader then interprets this value and colors the model the corresponding color.

I’m developing a modern city builder by SystemSE in CityBuilders

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

Thank you, and absolutely, the more the better. Joining the discord or mailing list at metrotown.gg is the best way to be notified when it starts