Will you do a native Linux release, or has it been tested with Proton?
Also, just from watching the video and screenshots in the Steam page, it seems like a crazy amount of work. Are you doing everything by yourself?
I'll be looking into porting during early access. I've heard the game runs on Linux with a compatibility layer though.
I do everything except the pixel art and buildings. It is a crazy amount of work!
Didn't realise you'd swapped to isometric, it's looking fabulous!
Did you roll your own engine, I know Godot has issues scaling past a certain number of simulations.
> Both adults in a family will now own a car. This is required since there are not other transportation options, and sidewalks are optional.
Is this temporary or are you planning to release it like this? SimCity leaned into euclidean zoning (separate industrial/residential/commercial zones) and pocketable cars which needed no parking, and thus failed to properly showcase how ugly car-centric cities actually are. I’m sure they did it because it made for an easy gameplay loop/balancing but I’d hope we could come up with more realistic and interesting mechanics in 2026
Both adults owning a car will be dynamic/based on the city once there are more transportation options.
I'll also be adding options so the player can control how difficult traffic management is.
Ive hired out help for the pixel art, and then I enhance everything with shaders (tech art).
If you're gonna make a game as an indie, you need to figure out ways to fill in your skill gaps. The competition is brutal. If you can't do it/dont have time to learn and do it, then the only other option is to hire out.
or
A lot of studios are formed from people (cofounders) who depart larger studios though, so if you really want to get into the industry, you could start there and network.
I've commented on it before: https://news.ycombinator.com/item?id=39810716
So like (C++):
vector<uo_map<int, ObjStruct>>
Each vector element is a floor. You just need to move the sprite up in screen space to position it.Though I wish I went with a vector<vector<vector<ObjStruct>>> approach now a days <chunk_id>, <floor>, <object>
I started developing a city builder called Metropolis 1998 [1], but wanted to take the genre in new directions, building on top of what modern games have to offer:
- Watch what's happening inside buildings and design your own (optional)
- Change demand to a per-business level
- Bring the pixel art 3D render aesthetic back from the dead (e.g RollerCoaster Tycoon) [2]
I just updated my Steam page with some recent snapshots from my game. Im really happy with how the game is turning out!
[1] https://store.steampowered.com/app/2287430/Metropolis_1998/
[2] The art in my game is hand drawn though