Game : Tycoon Lands
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- Engineer
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- Joined: 22 Dec 2016 02:13
Game : Tycoon Lands
Hi people! I am a poor forest dwelling game developer that started development of my dream tycoon game.
Since im a fan of all the tycoon/builder games i decided to instantly go public and get opinions and impressions.
My plan is to create something with deep simulation but with lightweight mood.
So as you see graphically im being inspired by latest SimCity, and Cities Skylines.
Im programming and modelling and designing everything myself.
Now a bit about the insides.
* Unity3d.
* Data driven ECS architecture
* Super optimized systems with time slicing
* Super optimized graphics and models for future
Current stuff:
* Day/night system
* Windows light at night
* Lights light at night
* Trees grow and spread forming huge forests
* Player data, company, money etc
So im currently working on rail placement system and after that ill jump into launching first train from forest to lumber mill.
Since im a fan of all the tycoon/builder games i decided to instantly go public and get opinions and impressions.
My plan is to create something with deep simulation but with lightweight mood.
So as you see graphically im being inspired by latest SimCity, and Cities Skylines.
Im programming and modelling and designing everything myself.
Now a bit about the insides.
* Unity3d.
* Data driven ECS architecture
* Super optimized systems with time slicing
* Super optimized graphics and models for future
Current stuff:
* Day/night system
* Windows light at night
* Lights light at night
* Trees grow and spread forming huge forests
* Player data, company, money etc
So im currently working on rail placement system and after that ill jump into launching first train from forest to lumber mill.
Re: Game : Tycoon Lands
Good job thinking about performance.
I have no idea what ECS is but I approve nonetheless.
I have no idea what ECS is but I approve nonetheless.
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- Engineer
- Posts: 19
- Joined: 22 Dec 2016 02:13
Re: Game : Tycoon Lands
Ecs is a paradigm, in short its when you have all the things in game as just data, and completely separate from data are a bunch of systems that look at it, cherry pick what they want and change it.Drury wrote:Good job thinking about performance.
I have no idea what ECS is but I approve nonetheless.
Since systems communicate through data, they are absolutely decoupled from each other and completely modular.
In programming its the toppest way to do simulations.
Added linear, quadratic and cubic curves which are basis for rails
Re: Game : Tycoon Lands
I totally like toppest ways of doing things.pointcache wrote: Ecs is a paradigm, in short its when you have all the things in game as just data, and completely separate from data are a bunch of systems that look at it, cherry pick what they want and change it.
Since systems communicate through data, they are absolutely decoupled from each other and completely modular.
In programming its the toppest way to do simulations.
- Redirect Left
- Tycoon
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- Joined: 22 Jan 2005 19:31
- Location: Wakefield, West Yorkshire
Re: Game : Tycoon Lands
If you are looking for performance, i wouldn't have gone with Unity personally. It's rather bulky and not the fastest running of engines when compared to others, on either low or high end systems.
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- Engineer
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Re: Game : Tycoon Lands
I would argue about it, and it's very easy to debunk this statement (it's understandable because its a very popular opinion about unity), if you want example of similar game built using unity lookRedirect Left wrote:If you are looking for performance, i wouldn't have gone with Unity personally. It's rather bulky and not the fastest running of engines when compared to others, on either low or high end systems.
at Cities Skylines, it's fully built on unity and it's the most massive and complex city builder. Every engine has it's drawbacks, but in right hands unity is no worse than the others.
Re: Game : Tycoon Lands
Unity attracts bad devs is all.Redirect Left wrote:If you are looking for performance, i wouldn't have gone with Unity personally. It's rather bulky and not the fastest running of engines when compared to others, on either low or high end systems.
I don't know if OP is a bad dev since I'm a bad dev, but he seems like a pretty cool dev to me.
- Redirect Left
- Tycoon
- Posts: 7249
- Joined: 22 Jan 2005 19:31
- Location: Wakefield, West Yorkshire
Re: Game : Tycoon Lands
Oh don't get me wrong. You can optimise Unity to do very large things and it run fine, but it can be very cumbersome to do that compared to others, and the end result is often full of annoying FPS drops and rather large PC requirements that quickly go out of what you originally expected or anticipated.
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- Engineer
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Re: Game : Tycoon Lands
Unity can be quite quirky thats for sure still speed of development outweighs all of cons imo.Redirect Left wrote:Oh don't get me wrong. You can optimise Unity to do very large things and it run fine, but it can be very cumbersome to do that compared to others, and the end result is often full of annoying FPS drops and rather large PC requirements that quickly go out of what you originally expected or anticipated.
Re: Game : Tycoon Lands
Hey the profiler makes it pretty easy to see how exactly you're violating your machine.Redirect Left wrote:Oh don't get me wrong. You can optimise Unity to do very large things and it run fine, but it can be very cumbersome to do that compared to others, and the end result is often full of annoying FPS drops and rather large PC requirements that quickly go out of what you originally expected or anticipated.
And with the cool entitled combative system that OP uses there won't be issues doing a huge game like this, it sounds like a solid plan.
I'm not even being fanboyist over here.
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- Engineer
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Re: Game : Tycoon Lands
Haha ecs is this https://en.wikipedia.org/wiki/Entity%E2 ... 0%93systemDrury wrote:Hey the profiler makes it pretty easy to see how exactly you're violating your machine.Redirect Left wrote:Oh don't get me wrong. You can optimise Unity to do very large things and it run fine, but it can be very cumbersome to do that compared to others, and the end result is often full of annoying FPS drops and rather large PC requirements that quickly go out of what you originally expected or anticipated.
And with the cool entitled combative system that OP uses there won't be issues doing a huge game like this, it sounds like a solid plan.
I'm not even being fanboyist over here.
you can also read my own description in layman terms here https://github.com/pointcache/JECSu
its my framework which i use for this project (partially, cuz there it is heavily outdated)
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- Engineer
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Re: Game : Tycoon Lands
painting terrain procedurally under plots, not very successful so far
- NekoMaster
- Tycoon
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- Location: Oshawa, Ontario, CANADA
Re: Game : Tycoon Lands
As a player of cities skylines I can say they did pretty good but it can still be laggy especially once you have a large city with lots of things to simulate.pointcache wrote:I would argue about it, and it's very easy to debunk this statement (it's understandable because its a very popular opinion about unity), if you want example of similar game built using unity lookRedirect Left wrote:If you are looking for performance, i wouldn't have gone with Unity personally. It's rather bulky and not the fastest running of engines when compared to others, on either low or high end systems.
at Cities Skylines, it's fully built on unity and it's the most massive and complex city builder. Every engine has it's drawbacks, but in right hands unity is no worse than the others.
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Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
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Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!
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- Engineer
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Re: Game : Tycoon Lands
if i get to the point my game is so huge that it lags, i will be swimming in steam sales alreadyNekoMaster wrote:As a player of cities skylines I can say they did pretty good but it can still be laggy especially once you have a large city with lots of things to simulate.pointcache wrote:I would argue about it, and it's very easy to debunk this statement (it's understandable because its a very popular opinion about unity), if you want example of similar game built using unity lookRedirect Left wrote:If you are looking for performance, i wouldn't have gone with Unity personally. It's rather bulky and not the fastest running of engines when compared to others, on either low or high end systems.
at Cities Skylines, it's fully built on unity and it's the most massive and complex city builder. Every engine has it's drawbacks, but in right hands unity is no worse than the others.
Re: Game : Tycoon Lands
I like that I'm not the only serial poster here now, but I think you should hide before the mods come to bully.
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- Engineer
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Re: Game : Tycoon Lands
For what reason should i be moderated?Drury wrote:I like that I'm not the only serial poster here now, but I think you should hide before the mods come to bully.
Im just sharing my progress it's not like i care about post count.
Re: Game : Tycoon Lands
Well it's not my business, I guess there's a reason I'm not a mod. I don't know if it's even against the rules, but it's definitely frowned upon even if you're having a lot of fun. I mean, especially if you're having a lot of fun.pointcache wrote:For what reason should i be moderated?Drury wrote:I like that I'm not the only serial poster here now, but I think you should hide before the mods come to bully.
Im just sharing my progress it's not like i care about post count.
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