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fmobus

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About fmobus

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  1. Simtropolis 1000

    Hi! Long time reader, first time I post something here. This is a really interesting and audacious project. I have my own ideas, in all topics: Development * We could use sourceforge-like services to center code and art development. They usually offer svn/cvs services. * Like any open-source project, we need people to manage the "build" of the system. With lost of people working in different aspects, there must be someone managing compatibility across all modules. * Plugins. * also, I understand that, since we are talking C++, which 3d engine? I suggest openGL. This should help portability to linux and other alien platforms (which I happen to love). Game engine * Getting rid of the grid is complex, from a programming and a usability standpoint. Like others, I suggest a smaller grid, more compatible with real life city granularity. Road/street network seem to be the most complex issue, so the grid size should be guided on them; more specifically, the size of a lane. I suggest a 3m x 3m x 5m tile. * Yes, I suggested a 3-dimensional tile. In my dreams, one should be able to stack roads on top of each other freely. Transit network * In my dreams, the user could define his own sets of transit network. For example, let's say he wants an avenue, with 3-lanes each direction, parking space, 1 meter-wide gardened divider. From a GUI standpoint, this could be achieved by either: * allowing the user to create a new style thru an appropriate interface * allowing the user to edit the "properties" of distinct already-plopped stretches of roads. He right-clicks a road, a dialog pops out showing just the adjacent road network over a grid. * In both cases above. The user can then manage the purpose of each road tile. He could for instance designate the direction of a lane or add a bike-path. He could also change the texture (cobblestone, asphalt, concrete), the painting, parking allowance, the height of a lane (of course, this would require enough space for a ramp), speed limits; He could also split the road and create a new road from one of the lanes, diverging to a different angle or inclination. This would allow for more flexible intersections and interchanges. * Also, the user should be able to plot roads over different angles (I suggest 15 degrees as a step) or curved (can I hear splines?) roads. If any space on tiles are left after a angled/curved road is plopped, it could be filled with pedestrian space, grass, etc. * All this above, of course, would make intersections heavier to implement, as they would have to "cross" different texture blocks. * Interchanges and overpasses should be thought as just "another level" of a transit network. When designing the on/off-ramps, the user should also be able to choose between raising the ground beneath the road, using pillars, concrete, etc. * Subway design could be more precise. IRL, the station entrance is not necessarily right above where the train is. The user should be able to draw an underground pathway linking the station to the platform. If you've ever been to any big subway system, you know what I'm talking about. Zoning * Zoning should have two modes: fill or square. In both modes, buildings should orient themselves to face the nearest road. * It should be divided between: Ag, R, C (retail), C (office), I. * It would be cool to zone civics too. They would grow in a modular way, according to demand and money allocated. For example, if I zone a health zone, some hospital modules would spawn. Same for police, firefighters, etc. There should be also a "bureaucratic" branch of the government. Building * Building show grow in a modular fashion (but "at once", not evolving during the game), to avoid having equal buildings everywhere. Given a block set (let's say low-wealth european modern), each block would fit into the new building according to some rules: * If a block has windows, no other block should fit in a way that could block the window * If a block is terrace-like, nothing can go above it * The first level of blocks needs clearance, entrance, etc * The building should try to look uniform (i.e. windows aligned, etc) * Inner blocks (i.e. those that won't show in the game) cannot be "exposed", for they have no texture. * The same applies to the terrain surround the building. Parking lots, gardens, etc. Terraforming tools * Let's be honest, SC4 is realistic in terms of terraforming, but also a pain to use. In this sense, I believe something simpler like SC2000 is more appropriate, with more well-behaved slopes. * Rivers at any level. Waterfalls and rapids. So far, these are my ideas. I would love to collaborate with my programming skills, but right now finishing my graduation is more urging. If anyone wants more graphical explanation, feel free to PM me. the forum software is eating my bullet points and lists on firefox. What should I do?
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