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View Full Version : The Premise of Demands


Techleo
06-17-2007, 07:57 PM
One of the basic ideas behind simcity was fulfilling the basic needs of the town. I applaud Tm's approach of using ploppable buildings. It reminds me very much of the first simcity. Also the way you can manage the buildings adds way more depth then the first Simcity.

The key thing the first Simcity did was portray a city in simple enough a manner that people could see the needs of a whole community rather then there on singular needs. Those demands included power, traffic and the zones. Power was very simple. If you saw brownouts add another. Dont place to close to houses or commercial or they get dirty? None to complicated aye?

Same applied to roads. If there was to many packed cars add a train line between the homes and your workplaces and businesses.

I think as long as those basic demands remain the feel of Simcity remains intact. People can still simulate the realistic structures of a city without overwhelming even the most mundane of people. While really pleasing the simulators which want that little bit of thought provoking depth.

All and all I think TM is on the right path. Moving forward is good. Refining a concept is good. Becoming lesser then the original though is dangerous. I just think a tad more meat needs to be added to portray a cities basic demands:) Just my 2 cents though:D

Azeem
06-17-2007, 08:04 PM
I agree. At the very least, I'd like to see more than just roads for transportation options and they need not be all that complex. ;)

Techleo
06-18-2007, 05:09 PM
I just so happened to be watching of the videos of the game and I noticed Windmill powerplants. I guess that means powerplants are in the game in one form or other.

King Faticus
06-18-2007, 05:20 PM
which one and where?:eek:

Techleo
06-19-2007, 12:20 AM
I just realized something. Instead of using statistical data to calculate the needs of the infrastructure, there using demands of a different nature!
I need to think on this..

prof786
06-19-2007, 12:35 AM
one of the features commonly used in the impression games / tilted mill cb games is the overlays layer: a color coded system showing various services spread throughout the city and how readily those services are available to the occupants in their respective areas.

Techleo
06-19-2007, 12:05 PM
The game would basically run exactly like the first simcity except with a demands system like Caesar2. Youd build the houses. Link them to services and venues. Depending on how good you do they upgrade and grow. Oh this is sweet... To make things even more deep you may not need some services depending on the style of society you have. Maybe you don't need a police station if you treated the underlying issues within the society.

Basically were not just building a city based on the edicts of whats normal in a city of this day and age. We can experiment with different styles of play as well. Eventually if they added a building editor we could build very curious societies. Imagine a society of recyclers. People only interested in war. I mean the possibilities are endless.:D

In Simcity we had to imagine what our citizens were like. Now we can see the society. Nice!:)

MarkDuffy
06-19-2007, 12:14 PM
which one and where?:eek:

Here, King. ;)

Techleo
06-19-2007, 12:23 PM
I'm suddenly very excited about this game:D
My only worry is how big of a city can we build. We really don't know the limits of the simulation end of this game. My hope is a city of a million at least.
In simcity 4 I managed to cram 50 Million people in a very VERY dangerous city.
Gah Ill never forget the time that cities long dormant volcano erupted!:mad:

I had put the damned thing in as a landscape peice when suddenly 100 years after the city had first showed up the Volcano erupts. It killed hundreds of thousands of people and the ensuing fire killed off even more. I ended up having to demolish a huge section of city to stop the spread of the fire.

AH but isn't that the joy of Simcity! :D