Looking at Metropolis 1998 my feedback would be I'm excited for the concept of a modern take on retro builders but I'm worried the gameplay will end up more "2D grid traffic simulator" than city builder. "Traffic simulator" can be a key layer for city builder die-hards but I'm hesitant that a 2D grid approach would be more interesting than base CS1, particularly with a free mod that simulates traffic more realistically (albeit not as performant what you can do with the traffic and road designs in 3D freeform is also much more interesting). I'll keep an eye on it though, it may be something I pick up in the future as it materializes :).
So expect cars and sidewalks. Pedestrian-only walk ways should be possible in the first release.
found it on Steam. added to my wishlist. will also check out early access...
Btw I'm also working on my own indie game, it's quite challenging but I'm happy with progress I'm making by being consistent on it.
The graphics remind me a little bit of the ones in OpenTTD (an open source transportation tycoon game), the top down view also looks interesting, since most games just stick to one perspective. Oh, maybe the style is a little bit like the Simutans game (another transportation tycoon), but that depends on the graphics package.
I don't think that anyone has quite done city builders where you can look inside of buildings, so that sounds pretty unique - good luck with your project. I'm pretty sure that the genre is big enough for Cities: Skylines II, niche games like Urbek City Builder (voxel based city builder where building placement matters, almost like a puzzle) and plenty of other games out there, so don't feel too discouraged.
I'm curious about some of the tech behind this if you don't mind me asking:
1. Is the top down view just rendering the same isometric assets from a different viewpoint, are they pre-baked sprites, or are they completely different and hand-tuned?
2. How are you doing the changing wall height for seeing inside buildings? Do you just have 4 pre-set wall heights that you're animating between globally, or is it dynamic?
I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not).
Time to get to work