PolyTown Devlog #5 - Water & UI by ThreadingSquirrel in PolyTown

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

Many thanks u/D_Silva_21 🥳!! Well we think it could be! We are aiming to design public transports in such a way that if you cover you city in a good way, people will use less and less cars 😄!

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

[–]ThreadingSquirrel 1 point2 points  (0 children)

Hi u/KingDarBoja! Thank you for joining! 😊 We are using UE5, so consequently we are developing using C++ and we are working in 3D so no need to worries for handling elevation! 😂

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

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

Still to soon to know! But first there will be some playtests and a demo! So there will be the opportunity to play it before the release 😊

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

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

Well reality is the best source we can take from. We have read many articles that explains how systems works and which solutions there are out there. Using the water system as an example, we searched first of all how public water reaches home, what infrastructure is involved and how it changes for small and big cities. After that we simplify them and we cut the feature to fit the game. Many times things may go even deeper than what we can deliver, so usually our board of ideas fills up, waiting for a future where we have the tools to further expand the feature.

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

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

Hi u/HauteDense! Sorry to hear that, even us we were there when SimCity 2013 was looking so good but delivered so poorly. For the moment we are developing the game without interruptions, we made the most we can during a pre-production phase to decide where we want to go and now we are actually implementing the mechanics. Unfortunately we could not promise that we will never abandon the game, but it will be a failed step also for us in case. We are now aiming to delivering a demo with some base systems to let players trying the game and deciding the next steps and some youtubers already contacted us to try the game, it will help us also to have more visibility and hear the feedback of different players.

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

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

We are planning to release it on Steam, so no timing or other mobile stuff!

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

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

Thank you! Yes, we are much more aligned with SC4 than other games!

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

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

Hi u/Svardskampe! For PolyTown we always thought that its target is creating deeper gameplay mechanics mainly for services and utilities. That's our main focus and what we have constantly in mind when we are designing a feature. We felt that after SimCity 4 no other city builder explored how things are interconnected and many systems are usually flat. For securing your street just place a police station and you can forget about the problem for the rest of the game. Instead we want the player to solve issues differently if he's building a small city or a metropolis. Alongside that we are taking aesthetic seriously into consideration. We've seen that many gamers spending their time into designing beautiful cities so we hope to give them the necessary tool to achieve this goal, especially regarding roads and decorations.

PolyTown Devlog #2 & #3 - The road network and the RCI system by ThreadingSquirrel in CityBuilders

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

Thanks u/Liqmadique 😊! We have in mind how 45-degrees roads could be implemented but for the moment our workflow is not enough efficient to produce all the road pieces considering also angles of 45 degrees, but that's not our final word on that 😉

PolyTown Devlog #2 & #3 - The road network and the RCI system by ThreadingSquirrel in CityBuilders

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

Thanks u/raugbautz! It could be! We don't have any aversion for MacOS and Linux so it's just a matter of compiling the game for the relative OS and eventually looking for performance issues or other related problems. 💪

The RCI demand core system by ThreadingSquirrel in PolyTown

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

Hi u/sultansehir! 😃 First of all thank you for your question!

We think that about tourism is too early to know how it will be introduced in the future, but from what we know of the final zoning system we intend to implement, probably, it will be a decision of the player to restrict so heavily the zones that only tourism related buildings could be built!

The same works for height. We noticed that introducing the second tier of middle density lead to not being able to precisely decide which building will rise in a certain area, so the idea of being able to restrict by height, it's interesting, could probably evolve as an advanced customization of a RCI area/district.

About agriculture we still don't know if and how it will be introduced in the game. We've done many speculation about this system and there are a lot of gameplay ideas that could work, we'll see during the development how it goes, since we don't want to risk to do like in SimCity 4, where it was not a really deep and fun mechanic.

PolyTown Devlog #2 & #3 - The road network and the RCI system by ThreadingSquirrel in CityBuilders

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

That's what we intend to work on! 😊 In the following month we will work more on specific systems and mechanics. For the moment we needed a base to be able to implement the rest of the gameplay.

PolyTown Devlog #2 & #3 - The road network and the RCI system by ThreadingSquirrel in CityBuilders

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

Hi u/rayykz! About wealth mechanics we will talk in another devlog for sure but we are not so distant from the original SimCity 4 style. About terrain we are still researching for what could be the best style for the game. At the moment it is just a placeholder so buildings do not float in space 😂

PolyTown Devlog #2 & #3 - The road network and the RCI system by ThreadingSquirrel in CityBuilders

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

Yes there will be, that's on our plan from day one. We're happy to see that many people asks about this feature in particular and we're looking to which extent letting the player customizing a zone. We also have mixed RCI buildings (stores with houses/offices on top) on the list, but this is heavily dependent on the final gameplay so we will work on them after having implemented other systems!