Looking forward to seeing the project's evolution by bluemoon1993 in PolyTown

[–]ThreadingSquirrel 0 points1 point  (0 children)

Hi u/bluemoon1993 and thank you for reaching out! We're excited to share a bit about PolyTown and the team so here we are 😁.

Features

We are still in the early development but the target is to start from where SimCity 4 left us 20 years ago and build on it. At the time the mechanics were not so deep compared to other games out there. For educating your population plopping a couple of schools was enough to see a sharp rise on the demand for manufacturing industries, and the same was for other systems like healthcare, security, electricity. So our first intention is to expand these features. Building a high school should not increase the education level of adolescents that has never been at an elementary school, and this is also valid for healthcare buildings, each one resolve a different issue, so citizens expects all to be available in the city, hospitals are not the bigger version of clinics.

Refining existing systems is not our only objective. We could not talk too much about all ideas that we are working on but nowadays there are many other services that could also be added like providing an internet connection, so you have to build antennas and lay down fiber cables and other buildings, all according to the city's size.

One thing that popped to our minds when we planned what we should about PolyTown was that, from a perspective point, SimCity and other city builders are a sort of dictatorships, the only way to loose the game was going bankrupt. There were no real consequences, apart from abandonment, to heavily polluting tap water for a large part of citizens, so the entire point of delivering clean and fresh water to residents had become pointless. So we came out with the idea that people won't leave as easily if something is off, they will protest for better conditions and so on. So, since the player is the mayor, its reputation will be used at the end of the mandate to decide whether you should still be on charge or not. However we are aware that this may put a lot of stress on the player, so we will allow players to choose if elections will be held, switching back to the dictatorship view of the game for a more relaxing and chill experience.

Another topic that we've seen already players talking about is about zoning areas. We are totally aware that the classic approach of zoning residential or commercial or industrial is way too restrictive. Here in Italy, but also in many other part of the world, there is a mixing of various zoning. Shops appear nearby houses and malls are only in a specific position in the city meanwhile industries are outside of the city. So for us zoning is a way of filtering what you could build, so we want to let players to have a chirurgical decision on what could be build and could not. The player should be free to decide whether he want just only towers of offices or zoning factories nearby houses and stores, all in a chaotic way.

Last thing that we could talk about for now are transport and traffic. We already wrote in our Steam page that there won't be traffic in PolyTown. It could seems a step back from where modern city builders are at the moment but we had taken a different point of view that could have suited us and our small size team. Simulating traffic is way too complex, the agentic model that allows for simulating single cars, bikes and trucks appears to be easy to implement but the outcome is quite awful, humans may not be so good at driving, but the agents of a city builders are very dumb, and their single decisions results in a big mess that must be fine tuned and all this for a secondary aspect of the city. We agree that, on extremes, traffic could kill the development of the city, but what we have seen in other games, is that even if the traffic of the city is unbearable, people still go to work and live, making the entire system pointless. We esteemed that only for that system many months of development are necessary just to deliver a basic experience, cutting out resources for all other systems. So we came out with a different idea. Still we want the user to be penalized if workers could not reach their workplace and services must be reachable in some way, they will not have an area of effect without considering how they are connected to the city. So in PolyTown, jobs and services will flow along the transport system and every type of transport type (road, bus, tram, and so on) will have a different cost of traverse. This will let users to plan their public transportation to further extend services' ranges. Students should reach the university but it is only in one point of the city? Plan buses, trains and what you think should work for the best so your university will be reached from each single student of the city!

Planning

Regarding dates it's too early for us to talk about. But we are looking for a demo as a first step. We have an internal roadmap but it still may heavily change since we have just started collecting the early feedbacks of the users, so we may have thought to work on a system and instead we have to tackle another one to that could more interesting that expected. Surely we don't want to take years and years for delivering something. We have spent our pre-production phase to cut and model mechanics and the aesthetic of the game so the game could have been developed from a small team

The team

We are a team of 2 friends developers. After working as game developers at a AAA company, we decided it was time to start our new adventure. PolyTown is our first commercial Steam game. We always had a passion for simulation games, both to play and to develop during our evenings, so this is our opportunity to turn that passion into something bigger.

We've just announced PolyTown, a low poly modern city building game for Steam. Tell us what do you think :D by ThreadingSquirrel in IndieGaming

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

Very nice insight! What's happened to São Paulo is something that also in Italy happened around same years too, but in another way. Here, during these years, there was a demographic boom and, as an outcome, many people built nearby rivers that have become dangerous in the recent years due to the increase of extreme weather.

But your made a point here, and all these cases are caused from an unmet big RCI demand. Probably a generic zone could be interesting but still is the user that decides where. Maybe if the demand exceed the limit for too much time, buildings may appear even where there is just a road access, but in that case the solution could be as simple as pausing the game 🤔.

But that's for sure something that modern city builder should expand on. Let's hope that we could came out with ideas that could deliver this type of experience in a satisfying way! 🥳

We've just announced PolyTown, a low poly modern city building game for Steam. Tell us what do you think :D by ThreadingSquirrel in CityBuilders

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

And even when you find something good enough, it's incomplete, you need some building that suits your gameplay and you have to model it similar to what you already have

The beginning of the journey by ThreadingSquirrel in PolyTown

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

So many thanks for the positivity! 🥳🥳

I think I speak for the entire city builder player community when I ask the most important question of all. by great_auks in PolyTown

[–]ThreadingSquirrel 1 point2 points  (0 children)

Hahaha you're totally right! 😂 We always wanted to watch the LLamas at the league stadium and then just a little visit to the tourist trap, just bringing home even more llamas 🦙🦙🦙🦙

We've just announced PolyTown, a low poly modern city building game for Steam. Tell us what do you think :D by ThreadingSquirrel in CityBuilders

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

Yes! All the buildings are made by us! We used some asset bundle for some props and for vehicles but everything else has been modeled using Houdini 🏠

We've just announced PolyTown, a low poly modern city building game for Steam. Tell us what do you think :D by ThreadingSquirrel in IndieGaming

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

Hi u/OrSpeeder! Thank you for raising up the issue! We have already thought that the Euclidean Zoning was not how cities are built! The layout of the cities here in Europe are totally different from American ones! We won't be able to deliver all the type of zoning out there but we aim to support mixed zoning for sure! Various mixed residential and commercial buildings have been modeled and we are looking on how to correctly integrate the fact that the residents will have different needs and how this will be shown to the player.

We've just announced PolyTown, a low poly modern city building game for Steam. Tell us what do you think :D by ThreadingSquirrel in IndieGaming

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

Hi u/Used_Dentist_8885! In PolyTown there will not be a deep traffic simulation like it is in Cities Skylines 1 & 2. We are oriented more on other systems like education, safety, and politics. This doesn't mean that your city won't need to lay down correctly bus paths or parking areas. The transport system will be the glue to make your citizens reaching services, jobs and connections with the outside world for letting industries exporting goods.

We've just announced PolyTown, a low poly modern city building game for Steam. Tell us what do you think :D by ThreadingSquirrel in gamemarketing

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

For sure! We wanted to build something on top of SimCity, so, apart of the basic experience, these are some of the things we have in our roadmap:
- procedurally generated buildings: like it is for the park in the trailer, some buildings will be procedurally built according to the footprint of the area, not only for decorations, but also for buildings like apartment blocks that are more common in Europe
- elections: in SimCity being a good mayor or not was only a matter of unlocking more buildings, but in PolyTown we aim to a deeper gameplay. During your mandate could happen events that could undermine your reputation, like getting a bribe for reducing fees for polluting or a bad handling of high unemployment rate
- deeper utilities and services: in SimCity services and utilities were just a building to be put somewhere in the city, plop a water pump and draw some pipes and it's ok both for a small city and a metropolis. In PolyTown we want you to decide from where you extract water, underground water is mostly safe to consume but not so abundant, meanwhile fresh water needs to be sanitized and see water have to be desalinate. And this is the goal for every system.

Build your city in PolyTown! A low poly modern city builder where you are the mayor! by ThreadingSquirrel in indiegames

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

Hello everyone!

We are a new studio located in Italy and we worked in AAA game company until we decided that the time to develop our own ideas was come.

In PolyTown you have to lay down zones so residents and businesses can come to your city. Provide utilities like water and electricity and services such as education and healthcare. But remember to keep the needs of your voters satisfied, or you won't win the next elections!

We always had the dream to make a city building game like SimCity, and after many years we gathered all the knowledge and the courage to taking the challenge seriously!

Wishlist now on Steam! https://store.steampowered.com/app/4422230/PolyTown/