- PrizmCity
- 02 Sep 2011 07:48:21 pm
- Last edited by Ashbad on 18 Sep 2011 05:53:02 pm; edited 1 time in total
So, I decided to finalize my choice for what I would do in the Prizm contest
I was going to do pyyrix, but 30% a nasty bug hit and since I couldn't release the source (I would have to show at least 60% of it for someone to make sense of it) and after I realized I couldn't get it done in time, I decided last week to start another attempt: PrizmCity!
A full color SimCity1-like game where you are the mayor of a region and must build a city from scratch (like in SimCity, obviously
). As with SimCity games, you can't build your own buildings (besides schools, police kiosks, landmarks/parks, etc.) but instead you zone them out into Residental, Industrial, and Commercial areas so that private builder will build in these areas.
The wealth of the buildings and residents entirely depends on how you plan you city though: you need to keep crime low, education and health high, environment pristine, utilities in check, transportation appropriate in certain city areas (low traffic in industrial and residential, high traffic in commercial), tourist attraction to bring business and wealth, and good laws/taxes/ordinances that aren't too strict yet still earn you money.
I should gave everything I just said ^above^ done by the contest due date (hopefully), and maybe afterwords I'll put in things like countries of joined regions, multiplayer region trading, disasters, designing custom terrain you city will be built on, and more.
Some screens (the in-game ones will probably be shown tomorrow):
(in case you didn't know, both backgrounds are of the Parque Central Twin Towers in Caracas, Venezuela
I thought they showed a "city aura" well so I picked them for the job)
Also, this might possibly be the first thread out there for a Prizm contest entry
and, in the about screen, it *says* open-sourced, and it will be open-sourced once the contest due date has passed (I can distribute it then)
x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--
Since I'm crossposting this from Omnimaga (since I put it there first due to the contest being there) Here's some more progress as of 5 minutes ago:
[quote author=Juju link=topic=10246.msg186221#msg186221 date=1314988465]
Sounds pretty promising. Don't forget the Prizm only have 65536 colors, you might want to downgrade these pics to 16 bit so it would be more realistic.
[/quote]
Actually, now that I have the menu fully working (title screen, cursor, about screen) I must remark you can barely tell the difference between the 24 bit versions and 16 bit versions
I could only tell that one cloud looked blurrier. But to the sane person, it looks *amazing* even with only 2^16 colors
With that being said, yes I do have the main title screen elements working, and rather smoothly too. I messed with Kerm's PRGM_GetKey routine and was able to make sure that pressing keys won't go through the cursor options too fast or anything; in short, I have found a way to have Axe-Like GetKey responsiveness, whoever thought they went Casio BASIC speed was rather wrong (wrong about the custom GetKey routine that scans the buffer)
Got that done, and I already had some of the actual engine done (map generation) -- this is going very very well. Expect a very polished release on the due date. I went through 3 hours of coding just now to make a large set of custom Axe-Like routines, the Title Screen, and bug fixing tile generation so I'd say I'm moving rather fast. I should have some actual gameplay progress by sunday or labor day; tomorrow will be spent doing some of the spriting (probably roads, utilities, some more terrain objects, and zoning overlays)
;D


A full color SimCity1-like game where you are the mayor of a region and must build a city from scratch (like in SimCity, obviously

The wealth of the buildings and residents entirely depends on how you plan you city though: you need to keep crime low, education and health high, environment pristine, utilities in check, transportation appropriate in certain city areas (low traffic in industrial and residential, high traffic in commercial), tourist attraction to bring business and wealth, and good laws/taxes/ordinances that aren't too strict yet still earn you money.
I should gave everything I just said ^above^ done by the contest due date (hopefully), and maybe afterwords I'll put in things like countries of joined regions, multiplayer region trading, disasters, designing custom terrain you city will be built on, and more.
Some screens (the in-game ones will probably be shown tomorrow):


(in case you didn't know, both backgrounds are of the Parque Central Twin Towers in Caracas, Venezuela

Also, this might possibly be the first thread out there for a Prizm contest entry

x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--x--
Since I'm crossposting this from Omnimaga (since I put it there first due to the contest being there) Here's some more progress as of 5 minutes ago:
[quote author=Juju link=topic=10246.msg186221#msg186221 date=1314988465]
Sounds pretty promising. Don't forget the Prizm only have 65536 colors, you might want to downgrade these pics to 16 bit so it would be more realistic.
[/quote]
Actually, now that I have the menu fully working (title screen, cursor, about screen) I must remark you can barely tell the difference between the 24 bit versions and 16 bit versions


With that being said, yes I do have the main title screen elements working, and rather smoothly too. I messed with Kerm's PRGM_GetKey routine and was able to make sure that pressing keys won't go through the cursor options too fast or anything; in short, I have found a way to have Axe-Like GetKey responsiveness, whoever thought they went Casio BASIC speed was rather wrong (wrong about the custom GetKey routine that scans the buffer)
Got that done, and I already had some of the actual engine done (map generation) -- this is going very very well. Expect a very polished release on the due date. I went through 3 hours of coding just now to make a large set of custom Axe-Like routines, the Title Screen, and bug fixing tile generation so I'd say I'm moving rather fast. I should have some actual gameplay progress by sunday or labor day; tomorrow will be spent doing some of the spriting (probably roads, utilities, some more terrain objects, and zoning overlays)
;D
