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Dicky B posted:Did Anselm die? Reddit posted:This is just a quick courtesy update to let everyone know that Anselm is deep in to his thesis at the moment. He has a deadline, so you probably won't see an update from him for a bit. That was from one of the programmers that he brought on board to help out and was posted 18 days ago.
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# ? Feb 16, 2015 03:17 |
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# ? Apr 26, 2024 02:32 |
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KongGeorgeVII posted:That was from one of the programmers that he brought on board to help out and was posted 18 days ago. The dangers of having a girlfriend and doing well at school. goons be warned!
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# ? Feb 16, 2015 06:55 |
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Why cant he be happy in low level IT like the rest of us!?
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# ? Feb 16, 2015 14:37 |
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Shadowlz posted:Why cant he be unhappy in low level IT like the rest of us!? Fixed
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# ? Feb 16, 2015 17:11 |
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Shadowlz posted:Why cant he be drunk in despair in low level IT like the rest of us!? fixed the fix
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# ? Feb 16, 2015 17:13 |
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I am back, sorry for not really letting you know! Here is some progress: Developer Diary #5: Back to Business
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# ? Mar 5, 2015 22:33 |
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Putting love and marriage above indie game development? For shame! Have you been following Skylines at all? Have you learned anything from it's successes or shortcomings ?
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# ? Mar 6, 2015 00:46 |
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Will you implement turning lanes?
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# ? Mar 21, 2015 04:38 |
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Baronjutter posted:Putting love and marriage above indie game development? For shame! Yes - I have learned a lot. I tweeted a 140-char summary of my impressions so far: "great example for enthusiasm about city building, addresses many issues of SC5 but has its own and doesn't innovate far enough" Edit: I just realized exactly how little information that contains, I'll reply in more detail soon. WhiskeyJuvenile posted:Will you implement turning lanes? Yes. Also there is a new dev diary: Developer Diary #6: Zoning, Struggling, Parceling Highlights: anselm_eickhoff fucked around with this message at 22:34 on Mar 21, 2015 |
# ? Mar 21, 2015 22:23 |
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I caught part of your stream where you were working on the zoning patterns and deciding whether or not you should bother transforming the stripes to world-space. The consensus in the chat seemed to be "no" and I couldn't remember my twitch login so I couldn't respond. I'm not sure if there's a name for the effect where such a pattern remains stationary while the aperture moves around (something like a reverse barberpole illusion?) but I think the reason it's avoided in games is because it causes motion sickness in some people. When you started moving the camera around I had to stop watching the stream because it was making me nauseous. Just wanted to throw that out there!
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# ? Mar 21, 2015 22:42 |
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Dicky B posted:I caught part of your stream where you were working on the zoning patterns and deciding whether or not you should bother transforming the stripes to world-space. The consensus in the chat seemed to be "no" and I couldn't remember my twitch login so I couldn't respond. Thanks for the feedback, I'll attach it to world-coordinates.
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# ? Mar 21, 2015 22:50 |
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That lot system looks awesome. Will we have any control over it? Like if we want lots of tiny lots vs a few big lots? Many tiny lots in a low density residential area could produce a sort japanese style neighbourhood with a very high density of small nearly lot-filling houses, while large low density would produce something like an american McMansion suburb. Medium density tiny lots would produce something like row-houses while larger lots would produce wider and larger apartment buildings and complex's. Small industrial lots would result in small businesses, car repair shops, cabinetry workshops, while huge industrial lots would produce large scale factory complexes. And of course tiny commercial or mixed use lots would give your classic main st or high street row of shops while large low density commercial would be malls, shopping centres, big box. And even if none of these size/uses had much mechanical effect on the game, having some control over the look/scale of your city is so much fun.
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# ? Mar 21, 2015 23:06 |
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Baronjutter posted:That lot system looks awesome. Will we have any control over it? Like if we want lots of tiny lots vs a few big lots? Many tiny lots in a low density residential area could produce a sort japanese style neighbourhood with a very high density of small nearly lot-filling houses, while large low density would produce something like an american McMansion suburb. Medium density tiny lots would produce something like row-houses while larger lots would produce wider and larger apartment buildings and complex's. Small industrial lots would result in small businesses, car repair shops, cabinetry workshops, while huge industrial lots would produce large scale factory complexes. And of course tiny commercial or mixed use lots would give your classic main st or high street row of shops while large low density commercial would be malls, shopping centres, big box. Control over lot subdivision is exactly one of these things that you'll be able to set on a per-zone-shape basis.
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# ? Mar 21, 2015 23:36 |
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Important new developer diary! Developer Diary #7 - The Economic Model
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# ? Apr 1, 2015 13:14 |
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anselm_eickhoff posted:Important new developer diary! Wow. I was merely excited about Citybound before this update and now I'm absolutely through the roof with glee about playing this game!
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# ? Apr 1, 2015 13:43 |
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anselm_eickhoff posted:Important new developer diary! This is great. I only got to the first bullet point before checking the date, though.
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# ? Apr 1, 2015 14:40 |
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I'm glad you've finally heeded to my wisdom about abstracted systems, I still worry you're focusing too much on graphics though. That's time that could be put into more accurate statistics.
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# ? Apr 1, 2015 15:43 |
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Baronjutter posted:I'm glad you've finally heeded to my wisdom about abstracted systems, I still worry you're focusing too much on graphics though. That's time that could be put into more accurate statistics.
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# ? Apr 5, 2015 11:21 |
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StealthArcher posted:You can balance workloads you know, the game is not named Spergbound. Did you read the link...? Anselm, I'm sure you've been at least watching Cities: Skyline's successful launch. Maybe playing it too? I'd be curious to hear your impressions in general, and particularly if there are things you see Citybound doing differently, lessons to take away, etc.
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# ? Apr 5, 2015 19:19 |
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CO is saying they are going to be adding semi-dynamic wall to wall european buildings into their system. I can't wrap my head around how they are going to do that without having a completely different zoning tool/system. Right now sections of road create a 4 deep grid of zonable tiles behind the road. The tiles are 8x8m so pretty big, which means slight variations in the angle of the road can cause large empty spots up to 7.9m wide. But the system doesn't know what tiles are text to it unless the tiles are part of that exact grid. If it's off by 1 degree that's a separate grid. I'm super curious how they're going to implement this and how it would fit into the existing system. You'd almost have to create a new set of wall to wall zones that didn't use the tiles but instead snapped to the outer edges of the roads, forming a spline or what ever for dynamic wall to wall buildings to spawn on. Citybound was designed from the ground up for dynamic buildings, but I can't imagine adding procedural buildings to an existing grid based game. I'm curious if you have any insight or guesses how they'll do this. Or maybe they can't and we'll just get some awful compromised system.
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# ? Apr 5, 2015 19:40 |
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The easiest way is if they just don't do it on anything but completely straight roads. But that seems fairly limited, especially because roads are anything but completely straight around here.
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# ? Apr 5, 2015 19:58 |
Yeah I could imagine CO would just make wall-to-wall buildings be a couple special categories/flags for "corner", "double corner", "enclosed in roads" and of course "no corners", and only spawn on perfectly rectangular blocks. That would just be sad, but they sort of painted themselves into a corner with that grid system. Even then, it does seem that their zoning is not actually grid based, but a "map" like e.g. pollution levels and wind speeds are, and the zone colors shown in the grid are a quantization of the map. My reasoning for them having a map for zoning is how existing zoning re-flows when you change around roads.
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# ? Apr 5, 2015 20:07 |
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They've specifically said though that they will be dynamic and conform to curves/corners. Like previously they only said they were doing "Wall to wall buildings" but in a recent interview they actually specified that they'd be dynamic and curve-conforming, which blew my mind. Because yeah, I assumed we'd just get wall to wall STYLE buildings that still had to grow on the ugly grid system. Short of creating an entirely new zoning system from scratch I don't see how they're going to do this. And for their first free feature?? Seems extremely ambitious, unless I'm not fully understanding what they're doing. I'm glad Citybound went this way from the start. I really think Skylines should have done the same. Even Train Fever had simple dynamic buildings and could figure out how to space transit vehicles out on a line. Anyways, Anselm, we miss you and want to talk about city things!
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# ? Apr 5, 2015 20:16 |
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I find it hard to have any regrets about the way Cities: Skylines has done anything because it's so loving awesome.
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# ? Apr 5, 2015 20:20 |
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uXs posted:I find it hard to have any regrets about the way Cities: Skylines has done anything because it's so loving awesome. Yeah, given how much they got right it's small beer to whine about the euro buildings, particularly since the whine is "They're adding this? And for FREE? And I don't understand HOW????". I mean, sheesh.
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# ? Apr 6, 2015 20:39 |
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smr posted:Yeah, given how much they got right it's small beer to whine about the euro buildings, particularly since the whine is "They're adding this? And for FREE? And I don't understand HOW????". I think you're mistaking "making conversation" for "whining." It is a legitimately interesting question as to how they'll make it work since the existing grid/zone system doesn't look too accommodating. Every game on the size and scope of a properly ambitious city simulator is going to have rough spots, shortcomings, and outright bugs. Nothing wrong with talking about how certain things could be better even in a generally awesome title. In fact people complaining about stuff (in moderation) is usually a good sign for a game; truly bad games just get ignored and forgotten. Unless they're bad enough to be interesting in their own right, I guess. Anyway, forthcoming wall-to-wall aside, I find myself wishing zoning in C:S worked as we've seen in the Citybound videos, with a freeform brush instead of the grid. Even with the gaps from rectangular lots it would be nice if running roads together at anything other than a perfectly perpendicular angle could still spawn large buildings. The grid in C:S gets chopped up into a patchwork extremely easily.
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# ? Apr 6, 2015 21:00 |
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Dude went from "I can't see how they're going to accomplish this" to "even [shitter game] got this right, what's their problem?!?!?!" so it read as whining. Let's see how they actually do it and maybe wait until then to decide if it sucks or not or if some other, lesser game (sorry, Train Fever sucked) did that one feature better. Anywho, to be on-topic, I hope C:S's success is inspiring and not inhibiting you, Anselm, it really feels like you are both going in different directions with your designs and I think the sales success of C:S shows that the city builder market will support that if they're good
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# ? Apr 7, 2015 17:25 |
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smr posted:different directions I for one am ferociously curious to see the systems start to come together around "an entire city defined on a line." I think I have my mind wrapped around the concept but I really want to see it in action. This is the reason I actually make it a policy never to follow games through development; the suspense kills me!
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# ? Apr 22, 2015 02:10 |
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LonsomeSon posted:I for one am ferociously curious to see the systems start to come together around "an entire city defined on a line." I think I have my mind wrapped around the concept but I really want to see it in action. Check the date on that post.
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# ? Apr 23, 2015 04:20 |
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New DevDiary featuring Michael! Developer Diary #8 - Technical Background Work
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# ? Apr 27, 2015 15:22 |
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I understood some of the words in that post. Really looking forward to hearing how the economy is planned on working. The existence of a dynamic straight-skeleton lot system already puts you guys way ahead of any city-builder out there, at least in terms of lots.
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# ? Apr 27, 2015 17:52 |
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That's a wonderfully dense nugget of information! I was thinking earlier today, "It's been a while since I've heard from the Citybound guys..." and lo and behold, an update!
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# ? Apr 27, 2015 18:52 |
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We use Kelly and Wonka's "Procedural Extrusions" (which is basically straight skeleton + weights) for the roofs of Clockwork Empires buildings and our building creator (Thomas Kelly's thesis is here: http://twak.blogspot.ca/). It is a pain in the rear end to get working. Let me know if you have questions, I've probably made the same mistakes several times already...
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# ? Apr 27, 2015 19:04 |
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Clockwork empires has procedural buildings???
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# ? Apr 27, 2015 21:02 |
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nvining posted:We use Kelly and Wonka's "Procedural Extrusions" (which is basically straight skeleton + weights) for the roofs of Clockwork Empires buildings and our building creator (Thomas Kelly's thesis is here: http://twak.blogspot.ca/). It is a pain in the rear end to get working. Let me know if you have questions, I've probably made the same mistakes several times already... Baronjutter posted:Clockwork empires has procedural buildings??? I was wondering the same thing! Nvining, Do you have some screenshots that show that off? (I couldn't find any) Really good to know about you and that you implemented this, since I wanted to use exactly that paper for our procedural building system as well! So far we've only tackled 2D skeletons, when we get around to implement extrusions, I might come back to you about it! Thanks for offering advice!
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# ? Apr 27, 2015 21:51 |
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Here, let me help. There's some really good ones around somewhere but I couldn't find them either
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# ? Apr 27, 2015 22:24 |
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Ah of course, stuff like the roofs of houses in the sims being auto-generated based on the footprint of the house. In the drafting program I use at work there's a roof tool that basically does that. You trace a footprint, pick a type of roof and bam, it generates that style of roof for you. You can then fiddle with each eve and poo poo.
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# ? Apr 27, 2015 22:34 |
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Baronjutter posted:Ah of course, stuff like the roofs of houses in the sims being auto-generated based on the footprint of the house. You get to play The Sims at work?
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# ? Apr 27, 2015 23:40 |
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I don't know how my drafting program does it but it seems to be able to figure it out pretty fast. Draw a shape "Create Roof" All done! 3d!!!! I selected one of the sides and changed it to a gable It can also do any ol' weird shape instantly no problem.
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# ? Apr 27, 2015 23:51 |
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# ? Apr 26, 2024 02:32 |
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I had a demo of Chief Architect 4.0 on a single floppy disc in the 90s that could also do that, so the magic involved can't be too intense.
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# ? Apr 28, 2015 01:33 |