This looks amazing bro! Well done, I'm working on my own city builder aswell with my own twists, you have promising content to make it big! Keep it up :)
Funny I was just toying with this idea too and this vid came to my recommended list 💀. Fear the almighty algo gods. I did thought of various ways this can break, so I am looking forward to see how you would solve it.
Smart idea to keep cars just offset from the central path, instead of making separate paths for both lanes. That will work unless you plan to make some really complex highway intersections.
Yeah you're right, I'll need to create special path rules for different kinds of streets. That's why I will probably postpone working on the streets until the game is more fleshed out ;)
@@AAlexDoesStuff Looked quite ok to me. If you also implement parking the car in a driveway/garage or on the side. And trive-throughs for specific buildings, you pretty much have all the mechanics related to cars going around in a small city. Also think about one-way streets, wich can be repurposed to highway lanes. And pulled trailers, wich can also be used for semitrucks.
Except for pulled trailers, I wanted to implement all of these in the future. Trailers as stationary buildings would be fine but I think them being mobile would be a bit to much to implement.
I don’t think any city builders really spend the time with first responders, security, military etc. Like if there was a concert there would be police doing traffic control, or a Ambulance bringing someone out of the crowd to the hospital.
I think it's always a balance between detail and performance. Big cities means lots of humans, so you only show them when you zoomed in close enough. This results in detail not really being worth it for bigger studios a lot of times. But I am not a big studio so I can make stupid little details from time to time ;)
Yeah I agree, but I already tried that and somehow it looked even weirder, maybe it's because they don't slow down in curves yet. I'll try it again when I implement them driving more realistically when turning.
@@AAlexDoesStuff You might want to use a C2-continous curve instead of just a circular arc. The front wheels need time to turn, so the rotation has an acceleration too.
Ohne nach zu schauen hört man das hier ein Deutscher am Werk ist :D Nices Video :)) Kennst du das Spiel Mini Motorways? Könntest du mal erklären wie man sowas Grob erstellen kann? also das Verschiedene Gebäude (Arbeit) auf einer Map Spawnen und man die passenden Häuser (Arbeiter) mit Straßen verbinden muss :)
Hi! Great devlog, I will follow your journey with your game! A question; where/how did you learn how to create a grid system with roads and how did you learn to make your cars follow the right side of the road for example?
Hey I used the mesh / bezier curve generation tutorial from Freya Holmer for the streets and expanded upon it. I figured the rest out for myself. (Here's the tutorial I used but it explains a lot more stuff: ua-cam.com/video/6xs0Saff940/v-deo.html )
@@AAlexDoesStuff Thanks for the reply! Do you have a guide or tutorial for car AI and how you make the cars go on the right side on every road tile you place?
Not really, figured it out myself. In my implementation every road tile has information about the start and endpoint and the cars simply follow them and I offset the cars with their transform.right to be in the correct lane. The path finding will depend on your implementation and for collision checking I used raycasts.
@@AAlexDoesStuff Thank you for answering my questions! Can I ask you one more? :) How to know what size to create the grid cells in Unity and the size on the houses/road in Blender?
More or less. The basic city building concepts will be the same. Yet your playstyle directly impacts the environment and people of your city. (Too many coal plants cause fog over time, riots if your citizens are unhappy, ...)
turning cars physics is not realistic enough : no streering wheel rotation and the rear axle is drifting way too much. I'm trying to develop a well optimized better car physics than yours following an array of points or a spline and its VERY VERY hard
Wow, looking really good! The cars driving around really adds a lot to the city and makes it feel much more alive! Do you think you will add pedestrians/public transport/bicycles/pedestrian-only-streets in the future as well?
Hey, this looks great! You made it Sound so easy :D Loved the Sound fx, too :D
Fantastic devlog! I’m working on a building game that has basic traffic, so learning about how you approached these problems was really helpful.
I love the sounds effects :D
This is looking up! I can't wait to play this when it's fully developed. Wish you luck on your developing endeavors!
me too
Yay traffic! Everyone’s favorite past time. I always hated the search algorithms in my CS classes. Maybe it just wasn’t taught to me well. Who knows
I feel you. The more in depth you go with search algorithms the worse they become.
Oh no! I've just stumbled across this playing and now I need more!
This looks amazing bro! Well done, I'm working on my own city builder aswell with my own twists, you have promising content to make it big! Keep it up :)
Thank you, best of luck to you with your city builder :)
Thinmatrix will like this DevLog. :D
Cool devlog, I like its humour and mood! :) (also it's pretty informational)
Cheers, keep it up!
Thanks a lot :)
Funny I was just toying with this idea too and this vid came to my recommended list 💀. Fear the almighty algo gods. I did thought of various ways this can break, so I am looking forward to see how you would solve it.
Hahah great video dude! Sfx spot on!
Thank you, means a lot coming from you because I always enjoy your videos :)
Omg your project seams so cool! Keep it up!
Smart idea to keep cars just offset from the central path, instead of making separate paths for both lanes. That will work unless you plan to make some really complex highway intersections.
Yeah you're right, I'll need to create special path rules for different kinds of streets. That's why I will probably postpone working on the streets until the game is more fleshed out ;)
@@AAlexDoesStuff Looked quite ok to me. If you also implement parking the car in a driveway/garage or on the side. And trive-throughs for specific buildings, you pretty much have all the mechanics related to cars going around in a small city. Also think about one-way streets, wich can be repurposed to highway lanes. And pulled trailers, wich can also be used for semitrucks.
Except for pulled trailers, I wanted to implement all of these in the future. Trailers as stationary buildings would be fine but I think them being mobile would be a bit to much to implement.
Awesome video! Really liking how the game is coming together. Keep it up! :)
Thanks, will do :)
As a fellow game developer, I am impressed!
I’ll see you in the next one!
The game looks noice
This is not the channel i though i would see when i clicked on this video, but i am not mad
Very satisfying
Nice devlog, keep it up! 😊
3:38 you could solve that by parenting it in a game object and setting the rotation on them; would have been a quick fix 😅
Yeah but that feels wrong, also if I want to add new vehicles in the future I won't have to purposely rotate them wrongly.
Keep up the great work! I will get it at any price! From USA
Thanks for your support, will then release my game for one billion dollars per copy.... Never mind I think steam doesn't allow that :(
Awesome stuff!!
Wann fragst du lets game it out das Spiel auszuprobieren?
April
Suggestion:
3% of cars will recklessly drive and 1% will crash. Then a tow truck or fire department can deal with them.
Great idea! Will definitely consider it and try it out as soon as I am at the point where I can flesh out details of the game.
@@AAlexDoesStuff Ya that would be awesome!
I don’t think any city builders really spend the time with first responders, security, military etc. Like if there was a concert there would be police doing traffic control, or a Ambulance bringing someone out of the crowd to the hospital.
I think it's always a balance between detail and performance. Big cities means lots of humans, so you only show them when you zoomed in close enough. This results in detail not really being worth it for bigger studios a lot of times. But I am not a big studio so I can make stupid little details from time to time ;)
@@AAlexDoesStuff True
The car's turning axis needs to be between the rear wheels, or the rear wheels will slide. It looks weird.
Yeah I agree, but I already tried that and somehow it looked even weirder, maybe it's because they don't slow down in curves yet. I'll try it again when I implement them driving more realistically when turning.
@@AAlexDoesStuff You might want to use a C2-continous curve instead of just a circular arc. The front wheels need time to turn, so the rotation has an acceleration too.
I am already using bezier curves. Yeah I think the look will probably improve a lot when I'll improve the accelerations. Thanks for the tips :)
Ohne nach zu schauen hört man das hier ein Deutscher am Werk ist :D
Nices Video :))
Kennst du das Spiel Mini Motorways? Könntest du mal erklären wie man sowas Grob erstellen kann? also das Verschiedene Gebäude (Arbeit) auf einer Map Spawnen und man die passenden Häuser (Arbeiter) mit Straßen verbinden muss :)
The name of the pathing algo is truly the most important design criterion
Hi! Great devlog, I will follow your journey with your game! A question; where/how did you learn how to create a grid system with roads and how did you learn to make your cars follow the right side of the road for example?
Hey I used the mesh / bezier curve generation tutorial from Freya Holmer for the streets and expanded upon it. I figured the rest out for myself. (Here's the tutorial I used but it explains a lot more stuff: ua-cam.com/video/6xs0Saff940/v-deo.html )
@@AAlexDoesStuff Thanks for the reply! Do you have a guide or tutorial for car AI and how you make the cars go on the right side on every road tile you place?
Not really, figured it out myself. In my implementation every road tile has information about the start and endpoint and the cars simply follow them and I offset the cars with their transform.right to be in the correct lane. The path finding will depend on your implementation and for collision checking I used raycasts.
@@AAlexDoesStuff Thank you for answering my questions! Can I ask you one more? :) How to know what size to create the grid cells in Unity and the size on the houses/road in Blender?
@@xaph1 I don't know, I don't use a grid.
HI
tutorial and/or where can i buy the asset 😶🌫
Good
ur tellin me they exported all their car models without applying transforms? come on people
funny, i subbed
epik
your voice scares me
Noice
Are you basically recreating cities skylines?
More or less. The basic city building concepts will be the same. Yet your playstyle directly impacts the environment and people of your city. (Too many coal plants cause fog over time, riots if your citizens are unhappy, ...)
Hey, coole Sache! Falls du mal etwas Rat während der Entwicklung brauchst, schreib mir gerne mal!
then what is something i got robbed of
good luck with your game. your voice kinda makes me wanna fall asleep tho! you don't sound that excited, tho I know you are :)
yeah I've been told that, maybe I should just rebrand as an asmr channel
can i have this video game
da hoere ich doch Deutsch raus
Psst
turning cars physics is not realistic enough : no streering wheel rotation and the rear axle is drifting way too much. I'm trying to develop a well optimized better car physics than yours following an array of points or a spline and its VERY VERY hard
Wow, looking really good! The cars driving around really adds a lot to the city and makes it feel much more alive! Do you think you will add pedestrians/public transport/bicycles/pedestrian-only-streets in the future as well?
Yep definitely, will even try to make car free citys possible.
@@AAlexDoesStuff Awesome, I'm gonna make a city with only railways and trains as the only type of transportation 😎😎😎