Game Of City Life by Bitspace
Game Of City Life is a new take on the old Game of Life - this time evolving a city by very simple rules applied on a city made of blocks (think New York or Washington) while managing what is built on these cities.
The game is open-ended, although "get as much population as possible" pretty much makes a good goal.
For info on who made it how, see the README (also directly shown on Github). For instructions on how to play, see ingame help. Playing requires a mouse.
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UPDATE 2012-08-29, by popular demand/criticism:
Here's a longer and probably complete explanation of what's going on. This has been added AFTER the deadline, so if you want to be as confused as the first testers were, please stop reading at this line!
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CONTROLS
Everything is mouse-only. LMB+Drag moves the map, RMB+left/right-drag rotates, LMB+RMB+Up/down-drag zooms. For convenience, arrow keys scroll as well.
BLOCKS
To select a block, click it. The right menu changes from the Main Menu to the Block Menu. At the top, there's a representation of what's currently on this block. Click a building icon to see its stats below. If you need the space, you can order it torn down there (returning 60% of the cost). Click an empty building slot to open the build menu.
BUILDING
Buildings are grouped by their main attributes into 5 categories: Education, Luxury, Housing, Industrial and "special". There is one special building for each category. These can only be built when the block is completely empty, the block is suited for it (shown by colored floor) and they have really high requirements.
ECONOMY
On "Next round" (or 10 times a second on Autoplay), every block is affected by those in a range around it and it's new state is computed. Housing (obviously) provides living space for the population. Industry generates money, but also Pollution. Pollution makes people want to move away. The same goes for overpopulation (i.e. after demolishing an appartment tower). Luxury does the opposite, it attracts people. As a bonus, the Park also decreases Pollution. Educational facilities add to the global Education Level of the city. The Education Level determines which advanced buildings can be constructed - most builings require it, and all Special buildings require very high education levels in addition to their price.
ACRONYMS
We really like them! They look oldschool!
PPL: Population
RND: Round counter (the ingame date)
MON: Money
EDU: Education
IND: industry (generates money)
SPA: Living Space (how many people fit in that area)
POL: Pollution (the bad side effect of industry)
LUX: Luxury (keeps people happy)
RNG: Range (how many blocks affects this)
LPB: how much effect is lost per unit distance
The game is open-ended, although "get as much population as possible" pretty much makes a good goal.
For info on who made it how, see the README (also directly shown on Github). For instructions on how to play, see ingame help. Playing requires a mouse.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UPDATE 2012-08-29, by popular demand/criticism:
Here's a longer and probably complete explanation of what's going on. This has been added AFTER the deadline, so if you want to be as confused as the first testers were, please stop reading at this line!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CONTROLS
Everything is mouse-only. LMB+Drag moves the map, RMB+left/right-drag rotates, LMB+RMB+Up/down-drag zooms. For convenience, arrow keys scroll as well.
BLOCKS
To select a block, click it. The right menu changes from the Main Menu to the Block Menu. At the top, there's a representation of what's currently on this block. Click a building icon to see its stats below. If you need the space, you can order it torn down there (returning 60% of the cost). Click an empty building slot to open the build menu.
BUILDING
Buildings are grouped by their main attributes into 5 categories: Education, Luxury, Housing, Industrial and "special". There is one special building for each category. These can only be built when the block is completely empty, the block is suited for it (shown by colored floor) and they have really high requirements.
ECONOMY
On "Next round" (or 10 times a second on Autoplay), every block is affected by those in a range around it and it's new state is computed. Housing (obviously) provides living space for the population. Industry generates money, but also Pollution. Pollution makes people want to move away. The same goes for overpopulation (i.e. after demolishing an appartment tower). Luxury does the opposite, it attracts people. As a bonus, the Park also decreases Pollution. Educational facilities add to the global Education Level of the city. The Education Level determines which advanced buildings can be constructed - most builings require it, and all Special buildings require very high education levels in addition to their price.
ACRONYMS
We really like them! They look oldschool!
PPL: Population
RND: Round counter (the ingame date)
MON: Money
EDU: Education
IND: industry (generates money)
SPA: Living Space (how many people fit in that area)
POL: Pollution (the bad side effect of industry)
LUX: Luxury (keeps people happy)
RNG: Range (how many blocks affects this)
LPB: how much effect is lost per unit distance
| Windows | http://files.muo-game.de/GOCL1_1.zip |
| Source (Github) | https://github.com/martok/ld-24 |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=16293 |
Ratings
| Coolness | 66% | 3 |
| Overall(Jam) | 3.20 | 105 |
| Audio(Jam) | 2.75 | 128 |
| Fun(Jam) | 3.00 | 107 |
| Graphics(Jam) | 3.29 | 118 |
| Humor(Jam) | 1.88 | 174 |
| Innovation(Jam) | 3.20 | 72 |
| Mood(Jam) | 2.96 | 99 |
| Theme(Jam) | 2.64 | 152 |
Good work overall, I suggest spending more time with this.
Thanks for all the kind words :) Looks like we have little choice then... ;-)
We have been asked for a Linux version on another forum, so Bergmann is currently working on porting this thing over from Delphi to Lazarus. And now, he has a power outage in the middle of the day. So yeah, that's going to take some time, but we're working on it and if things pan out, we should be able to cross-compile to pretty much everything that has ogg/vorbis, OpenGL and OpenAL.
@goerp: I used to play SC4 hours on end, I guess that just *has* to show on a game like that (and some of that is even intentional) ;-)
//Martok
Trying to close this error just pops it up again, so I had to kill it with Task Manager.
Check out my city!
http://imageshack.us/photo/my-images/89/gameofcitylifel.jpg/
I think there is a little bug with the height computation, sometimes the same building grows and then decrease in an infinite loop, other times the height is limitless XD
simple game? I dont think show but i see myself playing and enjoying this game ,thanks for your time
Sadly, there doesn't seem to be much challenge at all. Maybe I just got lucky.
@Everyone else: Porting to other platforms turned out to be more of a challenge because of the libraries we used. At least one of them is not cross-platform at all, so I think there won't be any ports. We could do Win32+Win64, that works, but it's kinda pointless.
What I've been told is that it *does* work using wine on Linux.
As for it being kind of easy... let's just say "Balancing" never got crossed off on the to-do list ;-)
Cant even read the readme.
Can you include the OpenAL?