YesBox
5 days ago
I changed gears and moved into the video games industry at the end of 2021.
I started developing a city builder called Metropolis 1998 [1], but wanted to take the genre in new directions, building on top of what modern games have to offer:
- Watch what's happening inside buildings and design your own (optional)
- Change demand to a per-business level
- Bring the pixel art 3D render aesthetic back from the dead (e.g RollerCoaster Tycoon) [2]
I just updated my Steam page with some recent snapshots from my game. Im really happy with how the game is turning out!
[1] https://store.steampowered.com/app/2287430/Metropolis_1998/
[2] The art in my game is hand drawn though
iknowstuff
4 days ago
So pretty. But:
> Both adults in a family will now own a car. This is required since there are not other transportation options, and sidewalks are optional.
Is this temporary or are you planning to release it like this? SimCity leaned into euclidean zoning (separate industrial/residential/commercial zones) and pocketable cars which needed no parking, and thus failed to properly showcase how ugly car-centric cities actually are. I’m sure they did it because it made for an easy gameplay loop/balancing but I’d hope we could come up with more realistic and interesting mechanics in 2026
sersi
4 days ago
I actually would really love that in a city planner. A game that actually simulates walkable cities versus car centric abominations and would adapt families strategies based on the availability of sidewalks, public transports and incentives.
YesBox
4 days ago
The limited transportation options is temporary (the game is launching into early access).
Both adults owning a car will be dynamic/based on the city once there are more transportation options.
I'll also be adding options so the player can control how difficult traffic management is.
titanomachy
4 days ago
Did you ever play cities: skylines? Keeping traffic manageable was a big part of the gameplay. Without good transit the roads would all gridlock regardless of how many lanes you add to the highways.
iknowstuff
4 days ago
Played it a ton! But they stuck with euclidean zoning from SimCity and most car trips in CS don't need parking - they just disappear if there's not enough surface parking for them. They also poof away when stuck in traffic too long (unless modded).
dumbaccount123
4 days ago
[dead]
smusamashah
4 days ago
I have been following you on twitter since I saw it. It looks amazing. Recently tried the demo. It is like under 50MB (the demo at least) which is insane these days. Placing building required construction of the building room by room which was tedious. I am sure some people will enjoy that. Will that be the core part of final game?
YesBox
4 days ago
Thanks! Designing your own buildings is optional. The game has a feature to place zones where buildings automatically grow, but will be limited to residential and office zones at early access launch.
zelphirkalt
4 days ago
Can you tell more about your background? Making a sim like this also crossed my mind many times, but I learned in the past, that without much of any art skills, I would have to use resources of others or hire someone to make the graphics and so on. In the times of me playing around with RPG maker it was the missing story that was the problem. So it seems often that one core aspect is missing, when wanting to make a game. How did you learn to fill that gap, learn how to get that skilled with making the graphics?
YesBox
4 days ago
My career background is software, but I've been a creative person my whole life.
Ive hired out help for the pixel art, and then I enhance everything with shaders (tech art).
If you're gonna make a game as an indie, you need to figure out ways to fill in your skill gaps. The competition is brutal. If you can't do it/dont have time to learn and do it, then the only other option is to hire out.
or
A lot of studios are formed from people (cofounders) who depart larger studios, so if you really want to get into the industry, you could start there and network.
tarokun-io
5 days ago
Metropolis 1998 looks beautiful! (and addictive!)
Will you do a native Linux release, or has it been tested with Proton?
Also, just from watching the video and screenshots in the Steam page, it seems like a crazy amount of work. Are you doing everything by yourself?
YesBox
4 days ago
Thanks :)
I'll be looking into porting during early access. I've heard the game runs on Linux with a compatibility layer though.
I do everything except the pixel art and buildings. It is a crazy amount of work!
yreg
4 days ago
We really do need more new isometric grid based games. They are less realistic but it is _so_ satisfying to build in them.
I've commented on it before: https://news.ycombinator.com/item?id=39810716
nanders
4 days ago
I am one of those who grew up with Sim City/Transport Tycoon. I will definitely try this when it's released and go back into nostalgia but with a modern touch. Adding it to my wishlist right now. Good luck with wrapping this up towards a release!
2muchclout
4 days ago
This looks awesome! From the isometric perspective, how did you do the walls or vertical stuff in general? I have done a few game like that and always find it to be a struggle in 2D.
YesBox
4 days ago
Thanks! The vertical axis is also broken down into a grid in a sense. Each "cell" is placed in a specific floor as far as the engine is concerned.
So like (C++):
vector<uo_map<int, ObjStruct>>
Each vector element is a floor. You just need to move the sprite up in screen space to position it.Though I wish I went with a vector<vector<vector<ObjStruct>>> approach now a days <chunk_id>, <floor>, <object>
_el3m3n7
5 days ago
Love the concept! I would love it even more if you could add support for SteamDeck/proton
herpdyderp
5 days ago
I came across your game last year! Can't remember how. Any hopes of macOS support?
YesBox
4 days ago
Not at launch, but I'll be looking into porting during early access! Everything in the game is cross-platform ready
joriskok1
4 days ago
Would buy it if it has mac support as well
zimpenfish
4 days ago
I'll throw a third (fourth, fifth because I know a couple of people who'd play this on Mac but who have no access to Linux or Windows) request for a Mac version on the pile.
wjr
3 days ago
+1 for request for Mac
nickzelei
3 days ago
Awesome! I’ve had this game on my wishlist for a while now. Just saw there is a demo, will have to check it out!!
pjc50
4 days ago
The aesthetic is so incredibly 1998. Reminds me not just of SimCity 2000 but the lesser played "A-Train", with its gentle day-night cycle.
badpun
4 days ago
I get a lot of "UFO: Enemy Unknown" vibe from the art.
zorked
4 days ago
I only had to look at the first screenshot to think "yup, this was made for me, I am buying this".
tr3ntg
4 days ago
Logged in to agree with all the other comments: this is so, so pretty. Will try the demo soon.
Folcon
5 days ago
Awesome to see your progress YesBox!
Didn't realise you'd swapped to isometric, it's looking fabulous!
YesBox
4 days ago
Thank you! Really appreciate it :)
999900000999
5 days ago
Very very cool!
Did you roll your own engine, I know Godot has issues scaling past a certain number of simulations.
YesBox
5 days ago
Thanks! Yes, I created my own engine to maximize efficiency (where needed). I think it was the right choice for me.
holografix
4 days ago
Looking forward to the release!
cdaringe
3 days ago
Killer latte art
gunju84
4 days ago
Curious, What u used to do earlier ? before changing gears?
jmole
4 days ago
Any chance you'll release on macOS/Linux?
vijaym2k6
3 days ago
Damn, that looks nice!
asimovDev
4 days ago
The visuals are stunning, great work!
adamgoodapp
5 days ago
Looks amazing, added to my wish list!
user
5 days ago
Aeolun
5 days ago
Cool! Isometric for the win :)
multisport
4 days ago
Looks very good!
strontian
4 days ago
wow, love the look of your game!
vldszn
5 days ago
Looks amazing!
nickandbro
4 days ago
very cool