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City-building game(s)

Found 16 results

  1. Christmas 2016 Announcement

    Long time no see, but Merry Christmas!! Christmas 2016 Announcement
  2. Another background-style update! Background: An Architecture for Millions of Things
  3. Version


    1520 Woodward Avenue was built in 1917. In 1945, women's clothing company Lane Bryant bought the building and had the facade reclad in the Art Deco style by noted local architect, Charles Agree. Although abandoned by the apparel company in the 1980s, the building is still referred to by its former tenant. In 2011, the building was converted into incubator space for technology start-ups. The Lane Bryant Building provides 148 jobs for your city. Dependencies: Requires mipro Essentials December 2013 or newer. - 1x2 growable and ploppable CO$$ and CS$$ versions. - Grows in the New York tileset - Available in MaxisNite and DarkNite - DarkNite requires the Day and Nite Modd. mipro Forum Thread mipro STEX Uploads
  4. Background: A Tale of Two Worlds

    A new update while something is cooking! Background: A Tale of Two Worlds
  5. How I'm getting along

    Hi everyone! Just a short one! How I'm getting along
  6. A Music Update From Dane

    Dane, one of the two composers working on Citybound wrote an update about his work! He doesn't have an account here, but if you have questions, I'll forward them to him. Anselm
  7. Liebe Simtropolisler! Endlich gibt's mal wieder bisschen was neues von Citybound: Now in German: Eine kleine Statusberichterstattung Ich freue mich wie immer auf eure Rückmeldung
  8. After just two years, I'm starting properly!

    This time no video, only text, but it's important! Blog Post: After just two years, I'm starting properly! Let me know what you think!
  9. Progress

    It's hard work being a one-man band, I am impressed that Anselm has persevered with this project for so long. I'm glad he's going to be releasing an alpha version in three months time.
  10. https://github.com/citybound http://blog.cityboundsim.com/the-road-to-alpha-week-96-committing-to/ Let me know what you think!
  11. Finally a new update video! The Road to Alpha, Week 89 - Theory and Practice: http://blog.cityboundsim.com/the-road-to-alpha-week-89-theory-and-practice/ Let me know what you think!
  12. August 2015 Update - A week with Michael

    Posting from my phone, enjoy: August 2015 Update - A week with Michael
  13. Wanting in.

    Hellooooooo. I have been following citybound for a while now and i love the progress. When are we likely to see the art style of the game? e.g. Concepts. I've been making a few models (Building, shops etc) and come up with some cool designs. Which brings me onto another question of is Anselm going to be asking for help anytime soon. I ask this because surely the whole asset part will take a while even with a team. If i have mist a talk about this i apologies and i'd be thankfull if i was directed if so. Josh. I've linked an image of two building not with the textures and they are models iv copied from simcity conepts.
  14. Based on the first two hours of the second to last livestream (my internet crapped out on me right at 2 hours...) I wanted to start a topic about how Anselem should deal with city boundries, and neighboring city connections. The current line that AE is following is to just procedurally generate roads going 'off the map', creating a somewhat realistic preset of conditions in that many cities develop on pre-existing crossroads. I watched the livestream after the fact, but wanted to put my feedback in, and see what everyone else thought about the matter. The idea here is to help AE determine what direction he'll want to move CityBound in regarding this. Originally when I first saw CityBound, the idea that impressed me the most was that AE was working towards making a game with essentially unlimited landscape area, limited really only by your computer's ability. This was, in part, a specific criticism to the latest SimCity, and one that is almost universally held. The possibilities of this idea were instantly exciting to me because I could, essentially, create my own region by creating several town centers and if I wanted gradually grow them into a giant megalopolis, or replicate the landscape I'm so fond of here in Texas with large open spaces between huge bergeoning cities, and anything in between. A more appropriate name could almost be 'StateBound' or 'RegionBound' (though those are horrible and should not be actually considered, and are put forth for conceptual purposes). My idea is that the preset roads could be an option, so that if you wanted to start with a blank canvas, you could, or if you wanted a few major highways going though, you would just adjust the settings for the starting conditions, (along with terrain and climate and the like) The second idea was to have one of either a circular boundary for the city, or an irregular one, which would be the more realistic of the two. The more technical can speak to how difficult that would be to code, but I love the idea of creating different towns with their own town boundaries, and if one starts to become the dominant one, and starts to encroach on the second, then it could annex that town into its own boundries. That would make the gameplay much more realistic, and IMO much more fun. Anselem do you think this might be a direction you'd like to go in? This is the livestream I'm refering to, btw -->
  15. Realism In Citybound

    Hello all. I recently spoke to Anselm about realism in Citybound, how far he would go with it and what could be included. He is not sure yet but liked some of my ideas and suggested I start a topic here to show you and to also encourage the dicussion of ideas. The key word here is REALISM, so be realistic with your ideas please. Here are some of the ideas I offered to Anselm: Disasters that actually happen. Simcity 4 had disasters, but they only happened if the player created them. Having them pop up in game from time to time would offer a challenge and keep the game play from going stale. Taking this further - have the disasters include: riots/protesting, terrorism, fires (that could engulf neighbourhoods), flooding, building/bridge collapses, earthquakes, tornadoes, storms/hurricanes, tsunamis, dust storms, snow storms, volcanoes, meteors, disease outbreaks, drought etc. there's a huge range that could be done, some easier than others I'm sure. Players would have to prepare for them in advance and be able to repair more quickly, or fail to prepare and suffer the consequences. It might be different in other countries, but I know in Australia, protests are often organised, in that the organisers get roads sectioned off and police help keep things under control. So this could happen in-game, that a window could come up saying a protest wants to occur and players have the option to allow it (suffer a slight economic loss from closing roads and work being affected, but have improved happiness) or disallow it (a drop in happiness and the risk of them protesting anyway which would get an economic loss). Then the player would receive a notification at the end asking if they want to make the changes being demanded. If that's too intense, it could be applied to people wanting street parades or festivals (economic loss, but improved happiness and more tourists etc.). Some form of technology progression. That was something with Simcity that was lacking I think. Simcity 4 attempted it with having different eras of building styles, but it didn't quite work. Players can choose what they want to implement I think, maybe they want more glass and steel buildings as opposed to concrete, or have hybrid buses instead of diesel, recycling instead of garbage disposal only, switching from coal power, to gas, to renewable energy. Or perhaps having power lines above ground and then switch to below ground. All those little things in the game would really give the feel of realism I think and would offer some progression to the game that I think the other Simcity's really lacked. It could be a setting players choose, or a different game mode. You could have sandbox, normal or realistic perhaps? Setting building height limits. Could be individual or neighbourhoods. It would be a way to get around Simcity's variations within one zone type, say medium residential, in that there is quite a jump between the building heights in that zone alone. Setting building heights would limit development to a certain height and you would avoid having tall buildings in the middle of the suburbs (unless you want that sort of thing). Deleting buildings happens over some time, giving the people a chance to move out (so you would need to provide alternate places, or face homelessness/unemployment). This might make players think before demolishing that entire neighbourhood to put a new highway through and might work out for the best. It would obviously be better for happiness to demolish less. Having water/power/sewage/telephone/internet infrastructure. The newest Simcity came close to this, but still lacks phone/internet and not to mention that these services don't just follow roads. Hosting events - G20 summits, world cups, Olympics, festivals, local sporting matches etc.. Tourism strategies that actually bring in tourists. So the beauty of the city, economy, attractions, etc. would all influence the amount of tourists you would receive and have a noticeable effect on your city. You would also be able to know how many tourists there were and see tthem in your city. Newest Simcity does this a little. Cycle lanes, bus lanes, pedestrian trails, pedestrian malls, underground train lines (that aren't subway), light rail, cable cars, etc. etc. There's LOTS of transport options out there and we could talk forever about them. Gentrification, in the sense that buildings could change land uses, without demolishing the building. That old riverside warehouse could turn into residential apartments or the old treasury building could become a casino. Increased density within zoning stages. For example, making the lots smaller in suburban areas so that in the space of 8 houses, you could now fit 10. Both would still be low-density zoning, but they are just closer together. This would lessen the impact of suburban sprawl and make your cities more compact and efficient. Obviously some of these would require attention to detail and some micro-management and if you don't like that style of gameplay, then that's totally fine! Some of these 'more invovled' ones, could be settings that could be turned off or on to suit the players style. Perhaps you like the idea of having disasters randomly in your city, but don't have time to micro-manage the building heights of a neighbourhood. Just tweak the settings! There's lots of realistic things that could be included, but it's all down to what Anselm can, and wants, to do. Share your REALISTIC ideas below! Beakman.
  16. Citybound or Universim?

    What are the pros and cons of each game? I know that here can be quite biased. I only have the budget to choose one game.

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