Synekism - A New City Simulation Game
#1
Posted 03 September 2010 - 10:30 AM
We are a small team located in Canada that worked for the past summer on a new city simulation game called Synekism. Two days ago, September 1st, 2010, we released the first proof-of-concept demo. We will be working part-time on the game from now on but we will have regular monthly releases.
We very much wish the community to be part of the game’s development which is why we started this thread. Our main focus is dynamic generation of content but everything else still needs to be refined.
If you have any questions, comments, ideas or challenges feel free to add them here. Among the discussions we will also be adding here updates on our progress.
For downloads, screenshots and more information you can visit us at: www.synekism.com. We will use this user, Synekism, for official posts on updates. For discussions we will use our own accounts: Aktof and Yelmond.
Thank you,
The Synekism Team
#2
Posted 03 September 2010 - 11:37 PM
#3
Posted 04 September 2010 - 12:55 AM
#4
Posted 04 September 2010 - 03:22 AM
#5
Posted 04 September 2010 - 10:26 AM
Thanks for the comments everyone.
#6
Posted 04 September 2010 - 01:02 PM
the second most important thing in a city simulator is the people. they need to have agendas and follow a clock (the clock can be different for every simulated person) with different life cycles (maybe take from traits in a horoscope) the more you give them the more you can see them change grow, develop and the people can make their own paths
zones buildings and networks:
these have to look like the real thing from all angles... and the simulated people know how to use these (maybe after some simple education). drainage ditches and canals to divert the water coming down from the hills, irrigation and agriculture, as the population builds more and more ideas will come to the people and allows you to create thier idea (could be a way to produce power, or a new transportation type) the ideas could start out crummy but become refinded (like the automobile) and new travel options could lead to new ideas to incorporate into your city (automobile > roads) and new building types when differnt elements are found on the map
the game should be an educational tool over all else that allows you to see and understand how everything works in a city and the land it sits upon
looks like your zones and your ideas for input could be a prelude to a true simcity successor (black for positive balance and red for negative)
#7
Posted 04 September 2010 - 03:36 PM
I also agree with you that having an accurate simulation of the people is fundamental to an accurate simulation of a city. In order to do this properly and efficiently, however, we have to find a way to approximate groups of individuals, their behavior and its effect. This is still something we are studying.
I'm not sure I fully understand the last part. Are you simply talking about having more build options as the education level of the population rises, or something more complex?
Thanks for the input.
#8
Posted 04 September 2010 - 08:27 PM
say from the simulator that you have already developed, you have 4 zones and once you reach a certain combination of those 4 zones a new school would be available and would vary by the way you designed the first 4 zones to fit together and the school once attended by a certain amount of people would unlock a new zone for you to build (maybe you have a lot of commerical so a flight school is unlocked and after a while airport zones become available).. the game needs to start out simple and gradually become more and more complex for the user. and an ability to zone any sort of development you would see in the real world (i had to go to a mcdonalds school to start working at a mcdonalds)
i want to feel like bender from the the episode of futurama when he plays god after going through a meitor shower and picking up some beings that worship him.. futurama.wikia.com/wiki/Godfellass
also a lot tool would be good... say you click the zone you want and hold shift and it allows you to plant an individual lot to the size the user wants
#9
Posted 05 September 2010 - 07:12 AM
Quote
"Words are words, explanations are explanations, but only performances matter."--forwarded from email, unmodified
"Ocram's Razor: Everything Ocram posts is as long winded and complex as possible, also prone to self disclosure. Opposite of Occam's Razor."--from a different gaming forum or its chat-room; reformatted by me
The best place for Cities XL info is at The Cities XL Wiki!
Problems with Cities XL? Go to Cities XL Technical Issues or XLNation.net
Problems with SimCity 4? Go to SimCity 4 Technical Issues but no sections with CXL in their titles.
Want to learn more about game-play or other things not in the FAQ's of the above forums? Go to The Simtropolis Omnibus of Knowledge. Please don't post confused threads in the wrong place.
#10
Posted 05 September 2010 - 08:11 AM
Tysons4,
The idea of reactionary buildings being given to the player is a another facet we will have expand upon. I like your idea of having components that together will create something greater, eventually building up to larger more complex mechanisms. Its a tricky thing adding alot of complexity to a game, I for one like it alot to manage minute things, but I find when games turn into, for a lack of a better term, something like Anno. At the very high end stages alot of things you have to keep track of becomes exhausting. There is a fine line of course, but nonetheless I look forward to when we will talk about such an idea.
Ilikeseattle,
The roads for now are free ranging in angles with a minimum amount to prevent ones that are too acute. You can hold down shift and ctrl for different functions as to create joint roads or at 45 degree angles. We will continue to work this seem more relaxed in the future and allow greater versatility when placing lots. This is probably where the different lot densities will come into play. Currently we have a function that releases a higher density of building as your population grows. It also takes in a as a factor the amount of government lots nearby. Later on we will move on to player controlled densities as you said, not sure when, but it is definite!
Thanks for the reply!
#11
Posted 05 September 2010 - 08:37 AM
#12
Posted 05 September 2010 - 08:58 AM
Also, to be more specific regarding the roads, Shift will have it angle lock at 45 degree intervals and holding Ctrl when finishing placing a road segment will start a new one for you.
#13
Posted 08 September 2010 - 10:13 AM
#14
Posted 08 September 2010 - 11:56 AM
In any event, nice to see an endeavour such as this

#15
Posted 08 September 2010 - 02:39 PM
Commandoj241:
Sorry about that but unfortunately DirectX 9 (Windows XP) has a much steeper learning curve than DirectX 10 (Vista+) and so with the time we had we could not incorporate DirectX 9. More significant is the fact that we currently generate the boxes, I mean buildings, on the graphics card every frame as this was the only we could manage to keep the frame rate acceptable. This automatically requires DirectX 10. Anyway, that's the long story of it but XP support will come.
Tropod:
The problem here is that we are making entertainment software which means banking on earning income from support fees would not be wise. There are other ways to make money from open-source software but I'm not aware of any that apply to city simulation video games. So, if we had to answer now, the game will never be open-sourced and will, eventually, be developed into a commercial version to be sold.
We are, however, looking at a minimum of 5 years until we will have something deep enough for sale (until when everything we make will be completely free). All we want is to be able to work on this full-time at some point so if we find a way to do that and keep the game free and even open-sourced you can be sure we will pursue; and we have plenty of time to think of such a way.
Regards.
#16
Posted 08 September 2010 - 03:10 PM
Back to Tropod's question:
I may have misinterpreted your question. Were you were asking in regard to community modding capabilities? If so, we are fully aware of the importance of such abilities and we plan to make it as easy to do such modding as possible. If that means releasing parts of the code then so be it. We will also work on our own tools to help with modding, especially for the buildings.
I know we don't have much now but you can already change parts of the game including the road textures and all the UI graphics. They are all PNGs stored in the Resource folder in the game's install directory. Sorry about the file names; we will fix them soon.
#17
Posted 09 September 2010 - 01:23 AM
. Wasn't thinking in terms of modding, more in the context of open (C++ etc) source code, or shared source code (ala SourceForge), so others (meaning me lol) could well, tinker
.But yeah, I'd be doing the same as you guys. Hey I might even borrow some of your ideas

#18
Posted 17 September 2010 - 03:30 PM
#19
Posted 01 October 2010 - 10:09 AM
#20
Posted 01 October 2010 - 12:15 PM
#21
Posted 01 October 2010 - 04:25 PM
the game currently shows a positive amount of money as red... if you change it to black it will be easier to assess how much money is in reserves (black means positive from an economic standpoint)
having it red makes me feel like i have a deficit (when i dont)
should be a simple fix
#22
Posted 02 October 2010 - 01:59 AM
EDIT: Actually, Tyson, the red on the left is your monthly income coming in. It's negative, if you'll look closely, because the starting road is costing you money for maintenance.
The deficit will ease as you get houses, businesses, and factories set up by using the money in your balance on the right.Also, on that topic, if you guys are having trouble starting cities with just 2k in balance, they're considering raising it so we can play around with the game more in its early stages.
Check out the Synekism Google Group for more information.
#23
Posted 02 October 2010 - 05:16 PM
#24
Posted 03 October 2010 - 10:18 AM
#25
Posted 31 October 2010 - 10:41 PM
#26
Posted 07 November 2010 - 12:13 PM
#27
Posted 10 November 2010 - 08:00 AM
Think of this as a train going from New York City to the Moon (and not necessarily stopping there). Every km is another bug fixed or another new feature added. Everyone is welcome to hop on the train (and hop off) at any point as well as influence its journey.
#28
Posted 10 November 2010 - 05:48 PM
Quote
"Words are words, explanations are explanations, but only performances matter."--forwarded from email, unmodified
"Ocram's Razor: Everything Ocram posts is as long winded and complex as possible, also prone to self disclosure. Opposite of Occam's Razor."--from a different gaming forum or its chat-room; reformatted by me
The best place for Cities XL info is at The Cities XL Wiki!
Problems with Cities XL? Go to Cities XL Technical Issues or XLNation.net
Problems with SimCity 4? Go to SimCity 4 Technical Issues but no sections with CXL in their titles.
Want to learn more about game-play or other things not in the FAQ's of the above forums? Go to The Simtropolis Omnibus of Knowledge. Please don't post confused threads in the wrong place.
#29
Posted 30 November 2010 - 08:00 PM
#30
Posted 09 December 2010 - 08:36 AM
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