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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: DRL City! Turn ends next Wednesday!
Purchase 5,2, please. Slap that soccer field on it.
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Thu May 27, 2010 2:59 pm |
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Twwig
Joined: Thu Oct 01, 2009 1:48 am Posts: 51 Location: Somewhere very cold.
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Re: DRL City! Turn ends next Wednesday!
I'd like to purchase (3,6) in West Thoorburgh. And before I go ahead and make a fool of myself, am I allowed to build over top of the street if my tiles are adjacent? (And if the spaces between the city plots are streets, oh God, it's a city of giants and smurfs.)
A designated light source would be pretty awesome.
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Thu May 27, 2010 4:19 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DRL City! Turn ends next Wednesday!
This is a very rough draft of a plaza I'm making. I'm hoping to make each individual cube a tiny shop, so I'll have to think of ways to add unique details to each one.
Attachments:
File comment: Asfdgs
Plaza1.bmp [16.22 KiB]
Not downloaded yet
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Thu May 27, 2010 4:19 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: DRL City! Turn ends next Wednesday!
Could I purchase 7,1?
Regarding lightsource, I suppose we ought to put that to the vote.
If everyone would PM me with their preference, and be prepared to change their sprite if necessary, that would be great. I think I can safely assume it will be from either above and left or above and right, so one of those, ideally.
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Thu May 27, 2010 4:24 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DRL City! Turn ends next Saturday!
Hrm, pretty far from complete, but here: Attachment:
DSFunk.png [1.99 KiB]
Not downloaded yet
I feel like I'm straddling the line between isometric and just a sprite with this. Idea for this game, roads. roads are the lifeblood of any city, they would cut up the district into blocks and limit (aside from a hefty fee of paving a new road around the building) building placement -> More organized, and more city like.
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Thu May 27, 2010 9:33 pm |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: DRL City! Turn ends next Saturday!
Aight, I'll work on it some more later. So, I'd like to purchase the bit of land directly to the right of my factory (4, 1). And put the apartment there for now, so long as I haven't made another proper building yet. EDIT: And a small update to my factory, as much as I'll be able to get done (with my current ability level). And I need an idea for a building to replace what is currently my apartment.
Last edited by Ociamarru on Thu May 27, 2010 10:02 pm, edited 2 times in total.
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Thu May 27, 2010 9:38 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: DRL City! Turn ends next Saturday!
DSMK2 wrote: Idea for this game, roads. They would need to not be on plots though. You shouldn't be able to get money from just plain roads. Perhaps the mayor can plan where roads should be, and any space left over where tiles cannot be will just be plain grass?
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Thu May 27, 2010 9:40 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DRL City! Turn ends next Saturday!
How about this: Areas of just plain grass are the purchasable plots, however, if a player wants to build where a road is, extra money has to be paid to restructure the road system around the plot, and that takes a few turns to complete. However this can be blocked if there is too many buildings in the area (no empty plots to build the road around). Buying a already empty plot does not carry this delay and cost.
Advanced idea:
Roads always have a grade 0, but they can get worn down over time, so it goes to the district leader to repair the roads. Road wear is dependent on the building that's adjacent to them, from there I see two options for this:
1) Roads adjacent to highgrade buildings get worn quicker (More traveled, thus more stress) 2) Roads adjacent to low grade buildings get worn quicker (Less traveled, thus less maintained)
If a road is particularly worn, the building adjacent to that tile of damaged road gets reduced income.
Speaking of which, this is a original game right?
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Thu May 27, 2010 10:04 pm |
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rjhw1
Joined: Sun Apr 12, 2009 11:10 pm Posts: 128
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Re: DRL City! Turn ends next Saturday!
I'd like to purchase 3,5 west thoorburgh.
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Thu May 27, 2010 10:46 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: DRL City! Turn ends next Saturday!
DSMK2, are you suggesting advanced plots like in thus attached image?
Attachments:
Advanced plots.png [ 28.15 KiB | Viewed 4181 times ]
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Thu May 27, 2010 10:49 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: DRL City! Turn ends next Saturday!
Play around with my palette, it really isn't all that good, I'd like the tile right beside mine, [7,2]
Edit: if we are running an election, i vote DSMK2 as our new head of district.
Last edited by dragonxp on Thu May 27, 2010 10:58 pm, edited 1 time in total.
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Thu May 27, 2010 10:52 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DRL City! Turn ends next Saturday!
matty406 wrote: DSMK2, are you suggesting advanced plots like in thus attached image? (Didn't notice we already had roads!) Yea, pretty much , though I'll have to rethink this :S
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Thu May 27, 2010 10:54 pm |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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Re: DRL City! Turn ends next Saturday!
O.o didn't notice we already had roads >.> Looks like I'll have to change my 2nd image a bit.
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Thu May 27, 2010 11:31 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: DRL City! Turn ends next Saturday!
What would you give this wip? [First try at pixel blending] Attachment:
tile-1.png [3.89 KiB]
Not downloaded yet
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Fri May 28, 2010 12:51 am |
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rjhw1
Joined: Sun Apr 12, 2009 11:10 pm Posts: 128
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Re: DRL City! Turn ends next Saturday!
Whoa! The Kame corperation has a toy store to?!
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Fri May 28, 2010 11:11 pm |
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