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10 future Ideas #78
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Thank you for playing, and for the suggestions!
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Buildings could "cut and fill" the terrain where necessary ...
For roads, you are already rendering slopes (down and up on to a bridge), instead of having the vertices up in the air you can "snap" them onto the ground.
The main menu could be the "default" way, but by using some command line options (like the Minecraft 1.20 "Quick Play") you can directly hop into your favourite world or server. Then you could create a desktop shortcut to your favourite world or server.
I seem to love roundabouts too. Just look at the number of roundabouts (or roundabout like shapes) in my [Minecraft City].(https://map.minersonline.tk) That page does take a few seconds to load correctly.
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3.1 Mods (Location?) 3.2 Mods (Security) 4 Progression
Once there are mods we can let the player decided what they want. Before then there should be something "simple". Letting the player decide will make them (probably) like the game more than others.
Actually it's been going for a few months, since before September 2022. I play in Creative with the worldedit mod so its a lot of copy and paste (sometimes).
10 is a nice "round" number and probably enough things now. |
Good suggestions. I agree that a lot of them can be implemented through mods (a bit like Minecraft). I have to say Rust is much harder to mod than Java or C# since almost everything is static (which makes it much easier to code the base game).
Indeed, ideas are great, implementing them is not easy. As a next step I'd like to see how I could refactor things to make it more modular. It's starting to be tangled, so many systems that can interact. Sadly, I only have finite time. |
I have implemented roundabouts, it was a fun weekend project. The UX can certainly be improved but the logic is there. 2023-08-13_18-01-06.mp4 |
@Uriopass That looks cool, but it seems like the (some?) cars don't give way / yield properly yet. Lots of traffic is fun anyway. |
Yeah the yielding is not great at all. When a car is stopped (and they should stop before entering the roundabout, it's a small bug I need to work on) they should yield much more aggressively than what they do now. |
Terrain editing
Editing the terrain would be fun. (Simple) You already use a heightmap so a "brush" can be used to grow and shrink the terrain. (Complex but good) The complex method would to implement the Marching Cubes or the Transvoxel algorithms. They represent the world as a grid of voxels (similar to Minecraft) but they smooth (not actually "smoothing", but it looks like it) the edges so they look like a heightmap. Marching cubes / Transvoxel based terrain would allow for caves / overhangs (which you can do in Roblox's terrain system). Maybe tourists could visit these caves.
Multiplayer
Multiplayer is very complicated to get right, but would be very fun. By "complicated" look at the bugs Minecraft beta 1.3 has caused. Not many "city builders" have multiplayer. The only multiplayer city builder I know is Sim City 2013, and since Cities Skylines has came out barley anyone plays SC anymore. I have seen some networking experiments been done, but there is not UI for it.
Mods
A mod will be made of two things Script(s) and Asset(s). Assets are things like models, sounds, and textures.
Mod scripts could be programmed in Lua or (preferably) Python. I have seen Lua and Python integrated into C / C++ applications (but this is Rust, so I don't know how integration would work) . A "Registry" could be used to hold all model (buildings, props, ...) types when the game is loading an "event" could be sent to the mod which adds what it wants into the mod's own "Registry". Then the mod's content will be visible in the UI.
A Mod could follow a similar structure to a Minecraft data / resource pack. This can nicely organise different types of assets and scripts.
Better / Dynamic UI
Since Egregoria is "mostly inspired by Cities:Skyline" by borrowing the layout of the bottom "panel" would bring an easier way to navigate the UI, or you could rotate it by 90° and put it on the right edge to be similar to the existing one. Then there can be a nice spot for an icon for each (building, prop, ...). Not sure where the intersection controller can go. The content form Mods can be seen easier, instead of having to scroll through a dropdown you can see all the items in a categorised layout. You could have a search, which Cities Skylines requires a mod for.
Also having a "main menu" to create and change between multiple worlds (or multiplayer worlds) would be nice too.
Actually roundabouts
Currently the only way to build roundabouts is to use a ring of one way roads. Instead using the "intersection controller" you can turn the intersection into one nice looking roundabout, (with yield / give way signs). A similar feature would be available in City Skylines 2.
Obviously, this is your game so you can do what you want.
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