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Originally created for the ludum dare 7 day rts game jam TrashScape will now become a fullly fledged game.


Trash scape is a real-time city builder based in a world where the earth has become inhospitable for human life.

Inspired by the art of Ian Mcque, TrashScape will feature a vibrant world in which its citizens have created flying cities. The players role will be to build up a city with hundreds of trade routes and thousands of city's or a desolate slum with the trading of narcotics and no police force where pirates and bandits run a muck.

The world around the player will be effected by their actions and how they run their city, for good or bad.

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Check out devblog #1

This weeks main focus for development was the AI and is role among the world. The AI will be the players main source of profit in the world. They will work, eat, attend jobs , sleep and explore the world.

Pathfinding

I decided to use a simple A* path-finding algorithm for the AI that will allow them to navigate the world without running into objects and get places easy. It uses a grid based system which also features dynamic pathfinding. For example here you can see an empty area with walk-able areas (The green tiles)


Now you can see I added some cubes (representing buildings), the tiles below these cubes have turned read which are now no longer walk-able. (bonus points if you noticed you can rotate buildingsin this build)

General AI

Some thing I feel really strong about in TrashScape is building a community, not a city. In games such as simcity you run massive expansive citys with thousands of occupants, none of which you care about. In TrashScape I would rather have 30-60 AI all realistic working, living their lifes and being realistic. For this reason I have created and AI that, like a player would in a survival game, has their own goals, aspirations and needs.

Obviously such a huge undertaking is not going to happen in a week so in the mean time here is a screenshot of an AI working a stall and some others buying from it.


In the coming weeks I hope to get the AI implemented. This will involve having houses, beds, jobs, money, trading and more.

Thats about it this week, stay tuned. In the mean time please follow the game on indiedb, twitter , and facebook.

DevBlog #1: developing a save/load system.

DevBlog #1: developing a save/load system.

News 1 comment

Saved games are all about preserving and restoring state, which developing for is in essence 100% evil!

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TrashScape 7 day Proto-type

TrashScape 7 day Proto-type

Demo

Trash scape is a real-time city builder based in a world where the earth has become inhospitable for human life. The game is designed so the player can...

Comments
Stefan_Red
Stefan_Red

Nice!
Is it possible to put some tooltips in the build-menu?
I think this would help a lot.

Also it would be nice to be able to delete builded structures ;)

hope to see more from this soon.

Reply Good karma Bad karma+1 vote
figalot Creator
figalot

I really wanted to add these features to the prototype but just ran out of time. They will definitely be added to the final.

Reply Good karma+2 votes
Jetcutter

Interesting. I'll keep an eye on this.

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TrashScape
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Windows
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figalot
Engine
Unity
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Development of Trash Scape has officially started! Get the prototype here: Moddb.com

Jul 29 2013 by indiecomet

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