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Dan Violet Sagmiller

Member Since 27 Dec 2012
Offline Last Active Nov 24 2015 06:22 PM

Posts I've Made

In Topic: Best Systems for 3D Modeling, Texturing, Terrain Generation, Light Maps, Anim...

18 November 2015 - 10:50 AM

Thanks!  I haven't finished reading your post, but I'm just responding that #6, "Unlighting Textures" I was referring to removing light from photos so you can get cleaner textures for surfaces and add the lighting in game.  I'm not even sure if there are any good tools for that one.  Aside from a general paint editing app.


Also, no, I'm not looking for a universal app to do all of it.  I just want to know what some of the move common/respected tools in the industry are.

In Topic: What makes a City Builder fun?

13 October 2015 - 07:55 AM

Wow, these are some awesome ideas.  Almost making me want to scrap my initial plan, and build one of these.  But alas, I'm targeting a smaller game.  Perhaps later though.

In Topic: What makes a City Builder fun?

12 October 2015 - 11:58 AM

The whole theme would be you are building a city in a world where giant monster attacks are a naturally occurring thing. It would be basic SimCity except you can build defensive structures and some basic military outposts or units. The military outposts/defensive points would be fairly expensive, so you'd have to have a smoothly running city to be able to afford enough to defend the city.


Wow, yeah, I like this idea.  :)

In Topic: What makes a City Builder fun?

09 October 2015 - 10:13 PM

I want a city builder that naturally leads to player-generated stories about cities.  Each city has a history, and that history has led to the city having something of a personality; a city has character.  And just as with people, that character evolves over time.  Neighborhoods within the city likewise have character and histories.


That is a really interesting idea.  I'd wonder how to get this kind of character out of a game.  

In Topic: What makes a City Builder fun?

08 October 2015 - 09:25 AM

I'll add some of my thoughts, and if anyone has feed back on that, please feel free to comment, or provide your perspective on the same.  smile.png


* Creation.  Creation is part of its own reward, I.e. Minecraft.  smile.png  Creating new buildings.  

* Fast Direct Rewards:  Player picks what is to be done, and they know what value will come from it.  

* What's next: Player wants to see whats next.  Similar reason why cheat codes work.  What building or feature or appearance comes next?

* Lasting Rewards:  Something the player did earlier, is proactively earning rewards.  

* Influence: Focusing on certain areas influences the game to expand in that direction.  

* Leave your Mark on the World: Since there is (in most city builders) flexibility on where you place things, it makes the design yours.  You get to try things and keep a lasting impression on the appearance of your game.


(These are unrefined thoughts.  As I design them further, I'll shape them into 2 or 3 key things, and all the features will be required to support those in some way)


 - Thanks!