Author Topic: [Prizm 2011 Contest Entry] PrizmCity  (Read 18877 times)

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Offline sjasogun1

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #15 on: September 04, 2011, 05:23:05 am »
Just the screenshots of the main menu's make me want to buy a Prizm. Looking awesome!
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Offline Munchor

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #16 on: September 04, 2011, 05:29:52 am »
Ashbad, this seems like an ambitious project, the ideas you listed all seem neat, I hope you can make it before the deadline is over, unlike what happened in the Axe contest :S, good luck!

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #17 on: September 04, 2011, 08:43:10 am »
Thanks :)

And, only the most ambitious projects win in life.  On a side note, this is still going much better than UCTI

Offline runeazn

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #18 on: September 04, 2011, 08:58:12 am »
yeah i think calc84maniac must've cried after losing his over 9000 projects <j/k>

good luck, and i want to buy the prizm now but the cx is more usefull >.<

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #19 on: September 04, 2011, 12:39:00 pm »
finally some in-game stuff!  :)



Here's a part of a map I "mocked-up" (I don't have a camera/videocam so I couldn't directly show a picture of the map generation I just got working  so I pieced it together in paint using my Prizm as a reference -- It's actually just like in game though) showing one seed formula used to generate and the outcome.  The black area is reserved for the future HUD.  Basically, This one had a formula that squeezes all terrains into a map -- so that mountains, trees, grass, and sand/dirt are all very very close together.  Parameters for seeding (you can actually input them to obtain prime results for your city's terrain!):

  • Density, from 1 to 5.  Basically, how close to put changes in tiles on the map.  This generated map is set on 4
  • Altitude, with "very low" to "very high" and an additional "varied" option.  Basically, if a map is really high, it will have a lot of dirt/mountains, low ones have sand/water, medium ones have lots of grass, varied is.. varied.  This map was on "varied"
  • Climate, from "cold", "temperate", "normal", and "hot" -- cold means a lot of dirt mixed with grass, temperate means a lot trees growing, hot means lot of mix of sand and grass (basically affects how plant life grows), this map was on "temperate"
  • Gradualism, from 1 to 3, basically tells how gradual to make the changes from one tile to the next (like Mountain -> Dirt -> grass) -- this map was on 2 (1 is low and 3 is high)


Next up will be simple statistics and utilities :)

Ashbad

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #20 on: September 04, 2011, 09:21:44 pm »
Well, found some bugs with the generator :/ should be fixed by tomorrow, along with the addition of simple stats/utilities.

Offline DJ Omnimaga

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #21 on: September 04, 2011, 09:32:50 pm »
GOod luck.. I hope you do not encounter any nasty bug preventing a submission x.x

Btw those tiles looks kinda nice. You should maybe make the mountain borders lighter, though, to stay consistent with the overall style that lacks borders for the most part.

Ashbad

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #22 on: September 07, 2011, 04:07:27 pm »
Map generating bugs nearly gone.  Made a new random routine that really is rather random, but slow (I don't mind it though) so map generation is almost pitch perfect.

Offline Yeong

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #23 on: September 07, 2011, 07:46:29 pm »
wow it looks quite nice! Keep it up so I can put it whenever I buy prizm! :D
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Offline TIfanx1999

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #24 on: September 07, 2011, 08:18:12 pm »
This looks nice Ashbad, I hope you are able to complete a fairly playable demo by the deadline. Simcity is a pretty beastly project! O_o
I was also curious;  what size tiles are you working with?

Offline BalancedFury

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #25 on: September 07, 2011, 08:34:26 pm »
Wow... it looks nice...
I want prizm! Now?
O_o
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Yo dawg I herd u lost the game game so I coded the game game in your calc so you can lose the game game while you code your code about losing the game game.

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #26 on: September 07, 2011, 08:42:25 pm »
This looks nice Ashbad, I hope you are able to complete a fairly playable demo by the deadline. Simcity is a pretty beastly project! O_o
I was also curious;  what size tiles are you working with?

Thanks :D

only 16x16 tiles, and as you can tell pretty crappy ones (They're pretty much just placeholders for now, lol there's not even any border tiles yet)

Offline XVicarious

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #27 on: September 07, 2011, 11:18:03 pm »
Oh wow Ashbad. Can't wait to see this (I'm gonna buy a Prizm soon).
I do wish you finished UCTI because it looked AMAZING.

Ashbad

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #28 on: September 08, 2011, 09:14:58 pm »
Thanks :D BUYAPRIZMBUYAPRIZMBUYAPRIZMBECAUSECISGREAT

I think I may release the source for UCTI tonight as well

EDIT: also got a preliminary HUD and a sweet map cursor working tonight
« Last Edit: September 08, 2011, 09:18:46 pm by Ashbad »

Offline XVicarious

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Re: [Prizm 2011 Contest Entry] PrizmCity
« Reply #29 on: September 08, 2011, 09:52:58 pm »
Nice!