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| | #1 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,658
+13 Internets | how to make a city building game? I was thinking of trying to make a city building type game, somewhat like sim city, possibly more like caesar 4 with a dash of civ as well, but obviously create my own rules for it. Would it be better to try and mod an existing game, or program it myself, or find some middleware that would allow for it. Any suggestions or ideas? |
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| | #2 (permalink) |
| I'm dangerous! Join Date: Jan 2002 Location: Atlanta
Posts: 853
| Maybe you could mod Civ4 into it, but I recommend coming up with a design doc first. Good experience and then you can actually look for tools that support what you want to make rather than designing around what the tools will support.
__________________ If God didn't want us to eat animals, why did He make them out of meat? |
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| | #3 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | I think it would also depend on your level of skill... if you can get something going yourself, that would prove to be the most flexable but the most time consuming. If there is already a pre-built engine or easily mod-able game you can use, that would save time but give you limitations.. |
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| | #4 (permalink) |
| Registered User Join Date: Apr 2007
Posts: 16
| Tile based city building game could be pretty swiftly written in XNA. Building placement as a control method would be relatively simple compared to some kind of realtime action sequence, and the simulation aspect would be just data pushing. Reason why I say XNA is that a lot of the graphics systems are brought to a very easy level to deal with. |
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| | #5 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | actually i was thinking about it yesterday... the map editor I made for my RPG would be a good framework for a 2d top down sim city type game... except i've already modified it more to add enemies and stuff take those out and it would work though... |
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| | #6 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 2,658
+13 Internets | Still working on the design doc, but some of the key features / aim I've already established are the following: Needs to be story driven. This shouldn't be too hard, but at its most simple, might be a cut scene / narration between missions, but ideally would want them to occur within the mission as certain goals are met. Would prefer not to do a mod, since I'm somewhat tired of them and want to take the next step, so to speak. Also, would like to have the fantasy of publishing the game and making some money! 8) Turn based gameplay is something I haven't really considered since real time seems more suited, but don't want to rule it out entirely. Might reevaluate the decision once more of the design is fleshed out. Space / distance / travel time is going to be key. I want to try and emulate the challenges of trying to build up the city with limited space as more technology becomes available. |
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| | #7 (permalink) |
| euro scum Join Date: Aug 2002 Location: Sweden
Posts: 808
| Don't really know your experience of code design, but this is a excellent example where OOP is needed: Code:
If you find this insulting, just ignore it 8) |
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| | #9 (permalink) | |
| Reactor Zero Join Date: Dec 2002
Posts: 307
| Quote:
And PoliceStation is derived from GovernmentBuilding. Thus, impliments = implementation of a pure virtual class extends = derives from a class | |
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| | #10 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 1,997
+8 Internets | If class B extends class A, you create a class hierarchy where: - class B is a "subclass" of A - class A is a "superclass" of B What this means is: - class B automatically inherits all the variables and functions of A (you dont have to re-write code!) - additionally, you can add extra functionality to B, beyond that of class A So the building system is indeed a good place to apply a class hierarchy. You can have multiple, named building types each with unique functionality. But the best thing is (imho), you can can stick all those different buildings into the same containers. For example, consider weapons (in extremely simplified pseudo-code): Code:
Code:
Last edited by Froofy-D : 03-31-2008 at 12:25 PM. |
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| | #11 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 1,997
+8 Internets | Actually, a better example is RPG inventory. How do you implement a Backpack full of stuff? Just make the backpack a list of inventory items: Code:
Code:
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| | #13 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | what language is that? because i'm pretty much doing that exact same thing... except it looks like this; Class BaseItem { //whatever here } Class Weapon : BaseItem { //weapon stuff here } class Armor : BaseItem { //armor stuff here } |
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| | #15 (permalink) |
| Registered User Join Date: Jul 2002 Location: Los Angeles California
Posts: 228
+9 Internets | lol nice. It is good to know that the ideas of programming can be used with whatever language you learn... so it would be easier to pick up C or C++ or Java if i wanted to, now that I am learning C# |
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