Im working on Metropolis 1998, a City Builder with:
- 90s Aesthetics
- Customizable homes
- Individual agent simulation
- Interior views and more!
Wishlist here!
The gang's all here!
Families are being added to my city builder game Metropolis 1998.
The goal is to push out a big pre-alpha demo update this month. 🤞🤞
#gamedev
I'm creating a 2D city builder and I've always wanted to add dynamic shadows. Last night an idea popped into my head.
This will be able to work with different sun angles, and the final result will look much better than simple color multiplication.
IT CAN BE DONE.
Stress test
#2
- WIP LOD. This city has ~13,000 citizens. Skip to the end to see scale. (was tired of placing buildings, time to automate)
Something is causing a few hiccups, but otherwise plenty of room to grow!
#gamedev
#indiegame
#citybuilder
#IndieGameDev
#pixelart
Lots of new vehicle options coming to the next public build! The goal is still to release an updated (prealpha) demo this month (I'm working on a city builder)
Includes new vehicles, colors, and wheel rotation animations.
Im adding a Potato Mode to Metropolis 1998 for really old or really underpowered machines.
Basically, only top floor and outdoor items will be drawn to the screen (instead of everything inside a building). The tradeoff is the windows wont be see-through.
#screenshotsaturday
time! I'm working on a city builder
Did not realize how good slanted roofs look on every floor 👀
Previously, all the lower floors just had flat roofs 🙅
Wishlist on Steam:
Destructoid wrote up an article about the game I'm developing:
"What we’ve got in front of us here is a supremely nostalgic and ridiculously delightful retro pixel city-builder with a deep focus on customization and personalization."
You can now mirror blueprints, for even more variety :)
Other news: I just wrapped up a major improvement to the core engine of
#Metropolis1998
. Load on demand graphics is now done ("good enough") and pretty darn fast.
If you have wall to wall 10 story buildings on a big
Metropolis 1998 is a city builder game in early development.
- Real time traffic/agent simulation
- Design buildings->create blueprints; or use templates
- Fulfill macro-economic needs of your citizens
- 90s/00s aesthetic
Wishlist here:
Rock Paper Shotgun just wrote up a nice article about my game! ♥️
I updated the demo and wrapping up bug fixes
It will be ready tonight! 5 months of updates
Juuuust started working on demand. Very rough, very new!
In Metropolis 1998, demand is based on the summation of your citizens specific needs. Will improve overall look, graphics, and user experience over time.
Wrapped up full-range body/clothing colors.
Someone suggested I'll need to make a mayor sprite and let the player customize it. 😅😅
At some point the player will start the game by building their mayor house first.
#gamedev
#citybuilder
Metropolis 1998 is a city builder/simulation game in early development.
- Design your buildings, or use/create blueprints
- Real time traffic
- Fulfill macro-economic needs of your citizens
- 90s/00s aesthetic
Wishlist it here!
Hey everyone!
The big creative update is mostly done. It will probably be the last creative update I work on for awhile.
Here's what's up next:
- Unit schedules and needs.
- Traffic sim. and intersection customization
- Lots more blueprints
- MONEY. I mean, macro economy 💸🫰
Metropolis 1998 is a spiritual sequel to Rollercoaster Tycoon and Sim City, and also one of the best-looking games we've seen all year.
We speak to
@YesboxStudios
about the new demo.
Getting close to bare minimum polish for building construction animations.
I think I'll figure out a way to output one tile at a time next, but faster and room by room next. We'll see!
Working and sleeping in the same building!
Here I've built a mixed-use zone. The top two floors is residential. The 1st floor contains two different businesses (cafe and grocery), and the 2nd floor is a fast food restaurant.
#citybuilder
#indiegame
#gamedev
Still waiting for Steam to finishing processing my demo.
Pre-alpha demo of Metropolis 1998 will be available on steam very soon! You can make buildings like this one :)
Link:
Hey everyone, I've pushed out a major update for Metropolis 1998 to Steam and Itch!
Major updates include:
- Sidewalk pathing
- Mixed Use Zones
- Camera rotation
- Isometric Blueprint Previews
- Import/Export Blueprints
Full update text here:
A nice day in the neighborhood. Peaceful, tranquil.
I've been working on Metropolis 1998 for a little over 2 years now! Looking forward to what lies ahead :)
Demo coming to steam:
What Potato Mode looks like while keeping the windows transparent.
Maybe down the road I'll add a "90's Potato" mode where nothing is outputted/processed inside buildings (much like the classic city builders today). That would definitely free up a huge amount resources...
Show: how much creative control you'll have over decorating your city and buildings in my upcoming game.
Metropolis aims to be a healthy mix of decoration and simulation, similar to Rollercoaster Tycoon
Wishlist:
LONG POST:
I've spent the last week updating my game engine to behave like a 3D game despite being 2D under the hood
#sfml
Adding multiple floors added a third dimension to the game. It was really annoying to manually choose which floor to work on when placing/deleting
Getting close to releasing the next pre-alpha build! This time with multi-story buildings ( with (nearly) free placement. what's physics?), day/night cycle, outdoor rooms, some new businesses, and more!
Over the last few weeks I've been wrapping up the 3D functionality of the
City builder progress: Core auto-zoning/building functionality has been completed!
Hopefully the next tweet will show some construction animations. 🚧🚧🏘️🏨🏗️🚧🚧
I didn't realize how important signs were! Really helps communicate what's happening in town. I'm thinking of leaning more into the playful style of RCT (3D object + text). This is not in game yet, just testing out some art
#screenshotsaturday
The first citizens moving into my new city!
I've been working on the simulation a tiny bit. Units will now walk around their house (or place of work) while they are not sleeping.
New walking animations!
If you like:
- City Builders
- Simulation
- Decoration
Then wishlist Metropolis 1998 on Steam:
The game is 2D behind the scenes. Getting the depth sorting right is tricky :sweat:
#gamedev
#citybuilder
#isometric
#sfml
Loaded in the rest of the unit animations. Some small adjustments are needed (and they wont be randomly rapid-fired off like this!), but the units feel more alive now 💓
In other news, there wont be an update pushed out this month. Since I'm starting to work on simulation/RICO
Just having fun in my game.
Currently combing through all my code and making sure there are no crash points. And then after that, the next build will be ready!
"You're not going to believe it when you see it. 👐Whole new lifestyle."
'What are you doin?'
"Levels"
Starting to code in free-placement for floors. Soon you'll be able to bridge a building across a road
Implementing auto-grow residential zones! I'm thinking businesses/industry should remain manually placed, since part of being a mayor in this game is fulfilling specific citizen demands. Thoughts?
Sorry it's been awhile. Was dealing with non-work related stuff for the past 3+
#screenshotsaturday
News: Demo update is now live on Steam/Itch!
Over the last month, I've added building parking lots, residential subdivisions/apartments, blueprint placement in isometric camera mode, commercial signage, and lots more! Go check it out
Couple new things!
- There is now a highway that runs through the map
- Outsiders can purchase homes and move into them
Not shown: when you place a business, units looking for work will choose a job opening and go to/from work at their scheduled time!
Really excited for this! Now you can design buildings that bridge across a road :)
Me: "Better put this off, seems complicated"
(getting close to shipping updated build)
Me: "Okay, let's give this a shot".
(deletes one line of code, adds two lines of code)
Me: >_<
#citybuilder
I'm working on a city builder
#screenshotsaturday
called Metropolis 1998.
Very first signs of multiple stories! Still lots to do, like add the windows, doors, and fix the invisible 2nd floor.
#gamedev
#indiegame
#pixelart
One of the features I wanted to add to my pathfinding code was embedding preference weights into the graph itself, so units could choose their preferred route from all available shortest paths (since it's grid based, there are many)
Here colored sprites choose their matching
I've been keeping a milestone summary of Metropolis 1998's development since I wrote the first line of code in Nov. '21.
I summed the time I spent on road network/pathing code, and it comes out to a whopping 8.5 months 👴
Half that time was implementing (3-4 times) the road
#screenshotsaturday
Hi SSS, I'm working on Metropolis 1998, an upcoming city builder game.
Currently I'm working on making multi-story building creation fun and easy for the players, as well as updating my 2D game to act like it's 3D 😓
Design and Decorate in Metropolis 1998 for
#screenshotsaturday
Wishlist on Steam:
Rollercoaster Tycoon is a huge inspiration. The mix of simulation and decoration kept me coming back to that game as kid and as an adult.
#gamedev
#indiedev
#city
Basic Parking is now implemented!
Each building is an 8-unit apartment complex, so here is a quick demonstration of new residents moving in, claiming their new apartment and parking space.
Been pretty quiet since I'm working on a new GUI (in progress pic). But here's what I've got so far. Also, the first walking animation is in. Will show that off soon!
#gamedev
#indiedev
#IndieGameDev
Shopping for food.
Metropolis 1998 aims to be the city builder experience of Rollercoaster Tycoon. Currently the team is myself, one fulltime pixel artist, and one part time pixel artist.
Retweet and follow us for the ride!
#indiegame
#isometric
#pixelart
#citybuilder
Sped up footage of units going to work at 9:00 AM sharp. #
Parking will eventually be more sophisticated, as will the units schedules (so they dont all leave at the same exact time).
Will be adding the updated demo to Steam (and itch) this week!
I've been keeping a milestone summary of Metropolis 1998's development since I wrote the first line of code in Nov. '21.
I summed the time I spent on road network/pathing code, and it comes out to a whopping 8.5 months 👴
Half that time was implementing (3-4 times) the road
The demo will have multi-story pathfinding! However, since it's pre-alpha, there will be some limitations.
1/2: Stairs can only be placed on the ground floor, but an invisible copy will be placed in the same location on each floor. Units will path towards the closest stairs to
Working on the demand loop. First (very early) look!
Each citizen is assigned needs, which are specific businesses/services. Some businesses everyone wants (like a grocery store), other's are based on chance (like a nail salon). Industrial and some Office needs will be determine