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The Details Matter #1

For game development there is one thing which matters. Which separates a labour of love from the rest. We hope that we are right now on the right way to not be among the rest. That is why we want to start talking about the little details which matter starting today with the first entry in the series.

For the economy in Highrise City you will need to build Warehouses from where the ressources get picked up and delievered. You will bascially build them so that they can pick up stuff at surrounding ressource generating buildings (e.g. a farm). They then will be further distributed (either to the consumers or to other prodcution buildings to create advanced goods.

Finally, we finished the small warehouse now. And that's what we wanted to show off today:


(Better resolution in the video below, GIF compression is a thing)

As you can see small workers are doing various things here. But what we are really proud of is the fact that even if you place the same building multiple times next to each other, you'll see small variations of it. In this case the trucks in front of the warehouse (and the cars of the works on the other side) are randomly placed. We just definie what type of car or truck can be spawned. We also define with what probability they spawn. That means that every warehouse will look slightly different.

We are trying to implement such variations for nearly every building in the game. From colors to balconies. The idea is that when you are zoomed out you'll think "Oh look, so, that's my city and quite a few buildings do look like each other" but that you will notice little details are completely different when you zoom in.

[previewyoutube][/previewyoutube]