Creating a city

Started by
26 comments, last by Bumblefish2 7 years, 4 months ago

How can I go about creating a modern city with a sort of Gotham/Sin City type vibe but on the west coat and does anyone have any ideas?

Advertisement

I think it is art direction more than anything else.

I think it is art direction more than anything else.

i'm not sure on what like boroughs and neighborhoods to have, what organizations etc just completely lost

I doubt anyone here can tell you how to design an entire city without an extensive amount of explanation and assumption. For starters, I'm not exactly sure what you're asking here. Are you asking about:

A) How buildings should look (I.E. What kind of architecture style they fall under).

B) What kind of buildings you would find and in what quantities would you find said buildings. Also where would you find said buildings.

If you're looking for something related to A (architecture styles), I'd recommend looking up examples of Western Gothic architecture (and what composes it) and also American Brutalist architecture. They are the styles that have the motifs closest to what you'll see in Gotham/Sin City.

If you're looking for something related to B, just look at any map of a modern city in America. You could make your own map of the city you want to create based off any map you happen to find.

My apologies if this seems vague, but if you don't have any starting ideas or prototypes, there's not much I can work off of.

Well, every city has to have things like a town hall, a police station, a fire station, a court house, a bank, a grocery store, a department store, etc. While a real city would have several of these, for story reasons you may want your city to have fewer. But try making a list of things all cities have, it's a good pace to start.

Then you can make a second list, interesting things that some cities have. A central park with a fountain and statues? A skate park? An ethnic neighborhood for ethnicity X, Y, Z, etc.? A train or subway system? A river with a hydroelectric dam? A nuclear plant? A big factory? The city basically exists to be the setting for your story/stories and gameplay, so If you want to have, say, parkour or skateboarding gameplay, you have to have buildings suited to that. If you want to have high-speed car chases then you want to have different types of roads and offroad terrain, and different locations where different types of vehicles would logically be found. If you want to have flying gameplay, then you don't want to have just an empty sky, so you might want super-skyscrapers or bridges between skyscrapers, and some blimps wandering around getting in the way, plus seagulls near the coast. What kinds of settings and props do you want people to be able to explore and play with in your city?

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Well, every city has to have things like a town hall, a police station, a fire station, a court house, a bank, a grocery store, a department store, etc. While a real city would have several of these, for story reasons you may want your city to have fewer. But try making a list of things all cities have, it's a good pace to start.

Then you can make a second list, interesting things that some cities have. A central park with a fountain and statues? A skate park? An ethnic neighborhood for ethnicity X, Y, Z, etc.? A train or subway system? A river with a hydroelectric dam? A nuclear plant? A big factory? The city basically exists to be the setting for your story/stories and gameplay, so If you want to have, say, parkour or skateboarding gameplay, you have to have buildings suited to that. If you want to have high-speed car chases then you want to have different types of roads and offroad terrain, and different locations where different types of vehicles would logically be found. If you want to have flying gameplay, then you don't want to have just an empty sky, so you might want super-skyscrapers or bridges between skyscrapers, and some blimps wandering around getting in the way, plus seagulls near the coast. What kinds of settings and props do you want people to be able to explore and play with in your city?

It's a open world sandbox rpg kinda game but with life sim elements and the type of setting is think like GTA, sin city, gotham so think corrupt officials and cops and big criminal organizations aswell as smaller gangs

Well, every city has to have things like a town hall, a police station, a fire station, a court house, a bank, a grocery store, a department store, etc. While a real city would have several of these, for story reasons you may want your city to have fewer. But try making a list of things all cities have, it's a good pace to start.

Then you can make a second list, interesting things that some cities have. A central park with a fountain and statues? A skate park? An ethnic neighborhood for ethnicity X, Y, Z, etc.? A train or subway system? A river with a hydroelectric dam? A nuclear plant? A big factory? The city basically exists to be the setting for your story/stories and gameplay, so If you want to have, say, parkour or skateboarding gameplay, you have to have buildings suited to that. If you want to have high-speed car chases then you want to have different types of roads and offroad terrain, and different locations where different types of vehicles would logically be found. If you want to have flying gameplay, then you don't want to have just an empty sky, so you might want super-skyscrapers or bridges between skyscrapers, and some blimps wandering around getting in the way, plus seagulls near the coast. What kinds of settings and props do you want people to be able to explore and play with in your city?

It's a open world sandbox rpg kinda game but with life sim elements and the type of setting is think like GTA, sin city, gotham so think corrupt officials and cops and big criminal organizations aswell as smaller gangs

Aha, I thought it was going to be a GTA-type. I believe that with GTA they thought about all the different tracks in a racing game, or that you could build with hotwheels track pieces and other toys. Then they arranged all these roads and other track types to make the "circulatory system" of the city. As with real cities, they had to put the downtown type roads in a downtown area, and the rural dirt roads and mountain trails toward the outer edges, and the beach and bridge tracks by water. They also knew they wanted lots of robbable places like 7-11s scattered evenly around the map, and the same with car fixing and remodeling garages, so they placed those. A lot of it is just common sense, until you get to the part where you want to create unique bad guy factions and specific quests.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

How can I go about creating a modern city with a sort of Gotham/Sin City type vibe but on the west coat and does anyone have any ideas?

Well, every city has to have things like a town hall, a police station, a fire station, a court house, a bank, a grocery store, a department store, etc. While a real city would have several of these, for story reasons you may want your city to have fewer. But try making a list of things all cities have, it's a good pace to start.
Then you can make a second list, interesting things that some cities have. A central park with a fountain and statues? A skate park? An ethnic neighborhood for ethnicity X, Y, Z, etc.? A train or subway system? A river with a hydroelectric dam? A nuclear plant? A big factory? The city basically exists to be the setting for your story/stories and gameplay, so If you want to have, say, parkour or skateboarding gameplay, you have to have buildings suited to that. If you want to have high-speed car chases then you want to have different types of roads and offroad terrain, and different locations where different types of vehicles would logically be found. If you want to have flying gameplay, then you don't want to have just an empty sky, so you might want super-skyscrapers or bridges between skyscrapers, and some blimps wandering around getting in the way, plus seagulls near the coast. What kinds of settings and props do you want people to be able to explore and play with in your city?

It's a open world sandbox rpg kinda game but with life sim elements and the type of setting is think like GTA, sin city, gotham so think corrupt officials and cops and big criminal organizations aswell as smaller gangs


As suggested above, just figure out what kind of things you want the city to have.
My suggestion is that you have buildings that support the gameplay and the theme.
If there's a lot of vice and sin in your city, then you need casinos, back-room
gambling, payday lenders, massage parlors, bars, strip joints, and mob boss homes
and mob boss offices. You don't really need hotels, travel agencies, barber shops, beauty parlors,
grocery stores, plumbers, surfboard shops, and lots of other things that your game
would not require since you're making a sinful vice city.

-- Tom Sloper -- sloperama.com

How can I go about creating a modern city with a sort of Gotham/Sin City type vibe but on the west coat and does anyone have any ideas?

Well, every city has to have things like a town hall, a police station, a fire station, a court house, a bank, a grocery store, a department store, etc. While a real city would have several of these, for story reasons you may want your city to have fewer. But try making a list of things all cities have, it's a good pace to start.
Then you can make a second list, interesting things that some cities have. A central park with a fountain and statues? A skate park? An ethnic neighborhood for ethnicity X, Y, Z, etc.? A train or subway system? A river with a hydroelectric dam? A nuclear plant? A big factory? The city basically exists to be the setting for your story/stories and gameplay, so If you want to have, say, parkour or skateboarding gameplay, you have to have buildings suited to that. If you want to have high-speed car chases then you want to have different types of roads and offroad terrain, and different locations where different types of vehicles would logically be found. If you want to have flying gameplay, then you don't want to have just an empty sky, so you might want super-skyscrapers or bridges between skyscrapers, and some blimps wandering around getting in the way, plus seagulls near the coast. What kinds of settings and props do you want people to be able to explore and play with in your city?

It's a open world sandbox rpg kinda game but with life sim elements and the type of setting is think like GTA, sin city, gotham so think corrupt officials and cops and big criminal organizations aswell as smaller gangs


As suggested above, just figure out what kind of things you want the city to have.
My suggestion is that you have buildings that support the gameplay and the theme.
If there's a lot of vice and sin in your city, then you need casinos, back-room
gambling, payday lenders, massage parlors, bars, strip joints, and mob boss homes
and mob boss offices. You don't really need hotels, travel agencies, barber shops, beauty parlors,
grocery stores, plumbers, surfboard shops, and lots of other things that your game
would not require since you're making a sinful vice city.

a lot of the barber shops, beauty parlors etc are for customizing your character beyond the first screen and then grocery store is for the life sim element

a lot of the barber shops, beauty parlors etc are for customizing your character beyond the first screen and then grocery store is for the life sim element


Okay, then put those on your list.

-- Tom Sloper -- sloperama.com

This topic is closed to new replies.

Advertisement