City/resource management sims done in Quest?

Marzipan
11 May 2015, 20:02
Do any games even remotely like this exist? My attempts so far to delve into the 'simulation' category have been disappointing but I can see how it would be doable even without any kind of especially advanced knowledge of the program.

HegemonKhan
12 May 2015, 05:11
do you mean like 'sim city' or 'civilization' type of games?

shameless plug of Kael and company 's AMAZING mod game for civ4:BtS xpac:

(he got a professional gaming job because of it, and he learned to program from scratch too for these 2 civ4 mods!)

Fall From Heaven II (FFH2)

http://kael.civfanatics.net/
http://forums.civfanatics.com/showthread.php?t=171398
http://kael.civfanatics.net/files/FFH_32.wmv

and there's also a scenerio-mod for civ 4:vanilla (no BtS xpac):

Fall From Heaven (FFH)

hehe


you can code both in (though it'd require really good coding abilities), but without graphics (which maybe can be done with quest ~ not my field at all, laughs), no one would really enjoy the game if everything is just displayed Attributes... that'd be a really messy and ugly game...

if you do 'codecademy' site, within ~halfway into the python section, they get into making a 'grid~ the battleship game', so you can make a 'tile~grid world with coding~quest... but you really need the graphics to make the game playable for people... as a 'simcity' type of game much more advanced than the simple old ("you sunk my battleship") battleship game. People don't like data~Attributes (computers do), we like seeing and touching (clicking on) graphics~GUI, and etc.

Marzipan
12 May 2015, 05:39
I do love me some Civ but it's not quite what I had in mind...maybe a trading sim would be a better example. Or something like King of Dragon Pass, though that's an insanely complex game so a pretty extreme example. But basically anything where you manage your resources, upgrade where you can, decide how best to deal with random events, etc.

I've got a rough demo of the basic concept so I know it can be done, I just was curious to see how other people handled the same ideas. But I haven't come across anything similar yet.

The Pixie
13 May 2015, 13:48
I have not seen it done, but they way I would do it is to have a room for each aspect of the game; a diplomacy room where you can talk to other nations, a science room where you can direct research, a war room where you can tell your generals what to do, perhaps a balcony where you can talk to your people and issue proclamations. The more I think about it, the more interesting it becomes; I might have a play around and see what happens.

The lack of graphics is an issue, and I think you would want some hook to grab the audience to get around that.

Marzipan
13 May 2015, 19:52
Pretty bare bones right now but here's a screenshot of something I was messing with in another program:



It's about goblins but ignore that, it's really about upgrading your town by balancing out a worker population with food/wood/stone/luxury production and consumption, and the basic idea could be applied to any setting.