2930-01-471-5112 - RADIATOR, ENGINE COOLANT
First one to use it gets it. Steam Activation Code: PF62G-CNM6Z-QK9APW. DiRT Rally 2.0 - Colin McRae: FLAT OUT v1.14.0 [MULTI8] Fixed Files DiRT Rally 2.0 - Colin McRae: FLAT OUT v20200324 [MULTI8] Fixed Files DiRT Rally 2.0 v1.12.1 [MULTI7] Fixed Files. I also hope really long tracks like in WRC7 (up to 25km). I highly doubt DiRT Rally 2 will launch without, at least, one snow rally. Code Adoption Information: The codes shown are examples only and may not be current or accurate for your application or jurisdiction. Added multi-threading to drop dirt (2-4x faster depending on your setup).
Labyrinthine City Design Mechanics
I am looking for ways for procedurally generating cities/city building for something like a Patrician 3 business/trading game, strategy and RPG(think The Guild 2).
But I want them to be more dense, haphazard and labyrinthine with small alleys and dead ends.
This is because I want more tactical opportunities if groups fight within the city in a kind of Tower Defense labyrinthine design. Maybe you have road connectivity and rooftop connectivity for things like Roguels like in Assasins Creed Parkour.
Social Hierarchy and districts should also be accounted.
Cities in City Building games are usually very grid like and planned.
Even with walkers all you get is loops.
The most interesting mechanics would be the Feng Shui from Empire: Rise of the middle kingdom. A much more complex walker system could be interesting.
Even with "organic" freeform city builders they are far from labyrinthine or packed and towards more circular.
So I am thinking about what rules and mechanics could work.
Was thinking about some automatic shantytown generation with dirt road generation that are connected through gaps linked to the main roads. Maybe this dirt roads have a limited distance that can travel from the main road so you would have tendrils everywhere until new main roads are built and the connectivity is reevaluated.
Maybe certain buildings have a attraction value that drives land value like churches and taverns and effects the land value. Games like Anno also Area of Effect that needs to covers homes in order to be satisfied. But maybe we make it a more general rule that less distance traveled is always the best distance, if there is only one church in town people adapt rather then the city reconfiguring themselves to their needs, especially with dynamic dirt road generation.
Maybe demolition and reconstruction isn't that cheap either so it's better to just build around things?
Things like City Gates and the roads connecting to them can also have attraction and land value, where the closer to the gate and road the higher the land value. It can also be tied into social hierarchy since not all people can be citizens and build inside of the city walls so that would be the next best thing.
There can also be some connectivity between some this attractive forces that can drive road traffic. Like for a brothel with a road that is connected to a city gate and perpendicular to that main road.
Since the the Area around the Gate and Main Road is patrolled by guards there is a repulsive for that kind of business but it would still have it's attraction after the patrol area levels off. That also means the road between the gate and brothel with have their own attraction and land value.
Some populations could react to different attractive forces. Nobels might care more about beauty and security and not so much about being close to the Market as they have servants and storage for those needs.
It would be interesting to see what this kind of attractive forces,land values and interactions between them could generate.
Another interesting thing to look at is Survival Games with Building like Conan Exiles where you explicitly design for Defense and where a Tower Defense style labyrinthian layouts could be a factor.
Continuous interconnected houses could be their own kind of walls and with windows and range attack potential as well as natural bottlenecks. Some distictics might be built with additional defensibility in mind like high ground and water canals.
What are your thoughts on mechanics for making cities more interesting than your standard grid layouts?
submitted by
adrixshadow to
gamedesign