Try the Mayor Monopoly game.

I like your idea, that’s exactly what I need to do​:sparkles: . We’re building houses and businesses (Note: We need new mechanics to increase the population, because we’ve only built empty houses, we need to make them habitable). For example, as the population increases, the usable space also increases. We can make these kinds of simple mechanics playable.

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When was the “time limit” introduced in SimCity?

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What he’s trying to say is: How can a time-limited game, similar to SimCity, be better?

In the game I’m making, I can address every desired feature. Therefore, if we have a better distribution of features, you can suggest better solutions. So, for example, there’s no limit to using existing mechanics.

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I just don’t get the urge to limit time. Especially in games where it makes absolutely no sense. You can develop a city practically indefinitely. Well, at least until you run out of space on the map — that’s for sure.

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What I’m actually trying to say is that the desired mechanics in the game can be removed. No feature is mandatory.
We don’t have to put time limits; I can add a pause mechanic. It’s also possible to remove the clock and just keep the day.
However, I’m thinking of adding a lighting mechanic to the game. I want to use this in many different places, from building windows to streetlights. It needs to be evening for this. The night-day cycle is more suitable for showing this.
I will improve not only the gameplay but also the visuals of the game. Of course, mechanics are needed first.

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In the original from 1989, with limits on how long the player could take to clear each scenario :slight_smile:

Not that it matters. Ali’s game is only just beginning to have win conditions and challenges, and we’re just talking about where the challenge should come from. I personally prefer a slow, deliberate pace for games like this, but it doesn’t have to be like that. Maybe the challenge is that you get cards so fast that you have to place buildings a little faster than you can comfortably do - Tetris, essentially. I wouldn’t go that way, but then it’s not my game :slight_smile:

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It must have been so long ago that I don’t remember such scenarios anymore. What attracted me was precisely the ability to develop without any time constraints. :house_with_garden:

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That’s understandable, I think most people play SimCity and other city builders as a kind of sandbox experience without real win/lose conditions :slight_smile:

Speaking of time constraints though, time is a factor in free building too, where the player does need to address problems before the population gets upset. It doesn’t have to be an actual clock counting down to zero, any time constraint adds challenge.

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New updates have been released, but the game still has no purpose :frowning:

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What’s new?

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  1. Resource icons have been updated.

  2. A happiness bar has been added; it currently shows as unhappy when there is no water or electricity, and happy when there are as many businesses as there are people.

  3. The user interface has been slightly revamped.

  4. There is a currently hidden feature. Buildings can be used as domains. There is a square showing how much area a building affects. We can customize the interior of each building to our desired area and color.

  5. Buildings can only be built along roadsides; the red (unbuildable) color of a building is now transparent.

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I played it, and my main take-away was that I ran out of roads and money quite quickly. I’d suggest making road a card that can be used forever, but costs money to use, or that they for instance always show up in the “random card” screen. Just some something to prevent running out.

Money is also earned very slowly. Some games use a time speed control, maybe 0x, 1x, 2x, 4x - that might be a good way for the player to speed through boring parts where they’re just waiting to earn money for the next thing. It might also be good to balance some values… maybe best to keep it simple, ie each building has a standard value it pays out each day. You could also do things like “a market earns more, the more people live around it”, but that can be hard to communicate to the player.

I think that’s a great idea, but it does make building roads very important - they should definitely not be easy to run out of :slight_smile:

Camera rotate didn’t work, even after setting the controls again

Save doesn’t seem to work - load always loads to the same state

I think some of the UI elements could do with being bigger (like money), and maybe put all the city-things on the same side, left or right, so the information is together. You could look to some other strategy games for inspiration in menu layout… like most strategy games, your game has a lot of UI :slight_smile:

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