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Geek Culture / Sim Game Attempt

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old_School
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Posted: 27th Feb 2012 05:10
Ive never made a "sim" like game but Im hoping this GUI looks like a "sim" game. Basicly looking to hear your thoughts about the colors, layout and your suggestions. This is the the "mockup" or sample version I plan on sending it over to my artist for corrections but I wanted to hear other peps thoughts about the mockup before I go further on it.

http://i41.tinypic.com/j5cjsk.jpg

So far Ive spent about 4 days re-writting this game a million times. Shoting for something comparable to "The Sims" but I'm pretty sure I wont come close lol But Im using the orginal Sims as my benchmark. anyway, please post your constructive ideas on the "art work"/GUI suggested.Thanks.
bitJericho
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Posted: 27th Feb 2012 14:13 Edited at: 27th Feb 2012 14:13
If by that you mean, "does this look like the simcity4 interface", the answer is yes.

Not that there's anything wrong with that... but why not let your artist create the presentation?

zenassem
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Posted: 27th Feb 2012 14:17 Edited at: 27th Feb 2012 14:18
Don't mean to single out OP, as there have been a number of similar threads in Geek Culture that seem out of place, and/or bypassing the forum structure. There are boards for 2D, Game Design, and WIP board (if a project meets certain requirements). Using Geek Culture for (WIP's) that don't meet the WIP criteria, is a trend that I hope loses steam. I understand the desire to reach more viewers,, but Geek Culture is turning into a dumping ground for threads that are better suited in other boards.

I don't really have much comment for a "mock-up" GUI, that's not at an interactive state, for a game that doesn't really exist.

.oO()Oo.oO (I'm not a real programmer,, I just play one on the Forums!!!) Oo.oO()Oo.
old_School
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Posted: 27th Feb 2012 16:29
Sorry I was looking for feedback but I also wanted to discuss "Sim" games and their GUI's. I guess the big question is, what makes a Sim GUI a Sim GUI? I mean is it the fact we have been branded by the game "the Sims" that we think this is the only way or just no one else has came up with anything different? Curiously wondering about this before I go further on my project. Im sure others wondering as well.
Van B
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Posted: 27th Feb 2012 17:09
Looks a bit too businesslike for me.

Personally, I like the older sim games GUI's, like Theme Hospital and the other Bullfrog games back in the 90's. With Theme Hospital, you basically drew your rooms, then placed doors and windows and furniture - but the GUI was quite pleasant to use, even my mum could play it. Specific actions should have their own form, don't show things on screen that arrent relevant. I like how everything is at the bottom of the screen in TH, then actions have their own form. It's easy to remember what does what when the screen is fixed and relevant the whole time. The Movies has a similar GUI.

Wouldn't it be more fun to develop your own GUI - think about how your own household is run - do you have a rack for keys by the front door, a pile for mail, a bowl full of old keys?. I say make something that people can relate to, there is no point in going head to head with The Sims, so why not consider all the things that The Sims doesn't do... like saving up for kids college education, deciding when to buy a car, household management if you like. The Sims is really a fairly shallow game when you look at it, it could have much deeper gameplay and actually appeal to gamers.

Health, Ammo, and bacon and eggs!
MrValentine
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Posted: 27th Feb 2012 17:13 Edited at: 27th Feb 2012 17:14
zenassem - as far as I know... the other threads are mainly for TGC product created content... and GC is for other... but yeah depends what old_School is developing this in ^^ [I understand your thinking GAME DESIGN but still]

I could not old_School, I think you should use a graphic design app to draw it I could not work much out from the pic apart from the lower ribbon... and it looks sharp... isn't Sims cartoony?

EDIT

Quote: "Looks a bit too businesslike for me.

Personally, I like the older sim games GUI's, like Theme Hospital and the other Bullfrog games back in the 90's. With Theme Hospital, you basically drew your rooms, then placed doors and windows and furniture - but the GUI was quite pleasant to use, even my mum could play it. Specific actions should have their own form, don't show things on screen that arrent relevant. I like how everything is at the bottom of the screen in TH, then actions have their own form. It's easy to remember what does what when the screen is fixed and relevant the whole time. The Movies has a similar GUI.

Wouldn't it be more fun to develop your own GUI - think about how your own household is run - do you have a rack for keys by the front door, a pile for mail, a bowl full of old keys?. I say make something that people can relate to, there is no point in going head to head with The Sims, so why not consider all the things that The Sims doesn't do... like saving up for kids college education, deciding when to buy a car, household management if you like. The Sims is really a fairly shallow game when you look at it, it could have much deeper gameplay and actually appeal to gamers."


THIS^

old_School
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Posted: 27th Feb 2012 19:04 Edited at: 27th Feb 2012 19:04
Ahh man Theme Hospital takes me back. I think they made it using amn array system for their images. Which Im currently working on my self but still cleverly done back then. I love that style of game play and I agree Sims is fairly shaollow in a lot of ways. On the flipside it offers a lot of 3d objects which I think is what really sells that prouct. Game play of course is great but we all play for objects or at least i do lol
Jeku
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Posted: 27th Feb 2012 22:18
@MrValentine - This is the third recent post where I've seen you quote something and write "This" below it. It's a little annoying!

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I feel that the most complex part of replicating The Sims would be the AI. Surely the interface would be something you would hand off to your "artist" or "interface designer", leaving you time to focus on some of the complex algorithms. Even implementing a basic A* path-finding system can be tricky, depending how you lay out your levels.


Senior Developer - CBS Interactive Music Group
old_School
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Posted: 27th Feb 2012 23:53 Edited at: 27th Feb 2012 23:54
Ahh yeah totaly forgot about the AI. Well I guess you would basicly create a data bank of outcomes if user performs "action A" or something related. Maybe create multipal scripts for "behavior"?
MrValentine
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Posted: 28th Feb 2012 00:06 Edited at: 28th Feb 2012 00:10
EDIT

NVM

I was not the first person to do it... and still you do troll me often

Jeku
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Posted: 28th Feb 2012 02:54 Edited at: 28th Feb 2012 02:56
Um, what? I'm not talking about your blog. I'm talking about when you agree with someone, you quote what they say and then type "This" below it. It has nothing to do with your blog.

And if you think this is trolling, then you need to read the definition. My job here is to try and help maintain some semblance of a readable forum. I tend to be annoyed by Internet phrasing because it's not really readable. Please get a thicker skin! I would call anyone on it.

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Quote: "Ahh yeah totaly forgot about the AI. Well I guess you would basicly create a data bank of outcomes if user performs "action A" or something related. Maybe create multipal scripts for "behavior"?"


I believe Will Wright's team was working on the Sims for around 5-8 years, and the AI was one of their biggest tasks. It was groundbreaking at the time. It wasn't just a bunch of basic scripts. I remember reading an article about it back in '99... fascinating stuff.


Senior Developer - CBS Interactive Music Group
MrValentine
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Posted: 28th Feb 2012 02:58 Edited at: 28th Feb 2012 02:59
Quote: "and still you do troll me often ;-y"

Me was kidding

but Yeah I read the previous post after and myself

Sorry buddy

I salute you!

[Meh I am past disliking you we seem to be getting on recently I think ]

but yeah its something I caught off someone else... sorry but how else should I say I agree without saying the cliche [I Agree] just being creative [is that a crime? ]

EDIT

eugh my typos are showing my tiredness... i've been at this for two days now catching up on the forum is a time consuming task...

old_School
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Posted: 28th Feb 2012 04:55 Edited at: 28th Feb 2012 04:57
Yeah lol another thing Im finding as I write my own currently, there is just so many ways you can write and so may routes you can take with the AI. Its kinda like your asking your self the whole time is this the best route and it seems like you wont know till you test the application after its completed.
Libervurto
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Posted: 29th Feb 2012 02:40
Quote: "sorry but how else should I say I agree without saying the cliche [I Agree] just being creative"

What's cliche about saying "I agree"? Is "yes" also cliche? lol
I'm just kidding but I agree that copying an entire post just to say you agree with it clogs up threads. Which is ironic as now I am clogging up the thread!

---

@oldschool
Do you have a WIP thread? I'd like to see what you do with the AI, I am rubbish with AI.

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old_School
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Posted: 29th Feb 2012 04:31
Nope no WIP yet mines not that far yet. Im still setting up the basics. I expect my sim to take about 6 months to a year to develop the alpha, not sure on beta or final release. Alot of mine will depend on the artist of course. Lots of work art wise when you do a sim game. But yet another important factor in sims games is the art. Where hoping for detailed 2d models but I sure everyone hopes for that when they work on a project.

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