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 alyaza [they/she]   ( @alyaza@beehaw.org ) MA to GamingEnglish · 1 year ago

Metropolis 1998 lets you design every building in an isometric, pixel-art city

arstechnica.com

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Metropolis 1998 lets you design every building in an isometric, pixel-art city

arstechnica.com

 alyaza [they/she]   ( @alyaza@beehaw.org ) MA to GamingEnglish · 1 year ago
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Devs cite Rollercoaster Tycoon, Dwarf Fortress, and, yes, SimCity as inspiration.
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  •  ReplicantBatty   ( @ReplicantBatty@lemmy.one ) 
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    1 year ago

    Definitely checking this out, it looks like it will scratch a very specific itch lol

  •  muhyb   ( @muhyb@programming.dev ) 
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    1 year ago

    Nice! Added to my wishlist.

  •  🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 🏆   ( @Kolanaki@yiffit.net ) 
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    1 year ago

    Brain broke today 😵

  •  coyotino [he/him]   ( @theangriestbird@beehaw.org ) 
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    1 year ago

    Looks awesome! and the fact that the dev is starting from a place of having the pathfinding algorithm figured out is promising. Better to start there, rather than end up like Cities: Skylines with abysmal frame rates that even top-end hardware can’t keep up with.

    I’m not sure how I feel about the artstyle yet. It certainly looks gorgeous in screenshots, but I wonder if it will be difficult to read when you are actually playing. Camera rotation will be the key for me, personally. If I can’t rotate the camera to get alternate views, that might be a dealbreaker.

    •  tomato   ( @tomato@beehaw.org ) 
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      1 year ago

      deleted by creator

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