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Highrise City (City Next)
In City Next the player is the architect of a modern city of the present and manages the planning of infrastructure, resources, construction of buildings, and the needs of its residents.
City Next combines two popular core principles of building games:
- Industrial management, resources and production chains
- Urban construction, city architecture and management
I am a fan of the famous game series “Anno” and “Cities Skylines” myself, and so I spent some time in their virtual worlds.
Therefore, the idea was born to combine the basic concepts in an own project.
- Up to several millions of inhabitants possible
- Grid-free building and road construction
- Complex resources and production chains
- Several thousands of vehicles and residents in motion
- Manage finances and needs of the residents
- Voxel terraforming, for various design possibilities
- Buff buildings, which cover the surrounding area with bonuses (stackable according to research)
- Explore your own city by car
Residents - Up to several million inhabitants possible - Residents demand resources and services - 5 population strata - higher strata of the population demand high-quality goods and services - min. 20000 person models with animation can be displayed simultaneously in one scene Resources - 50 different resources - Production of raw materials - Carrier transport goods to the companies - Establishment of production chains Buildings - min. 30000 buildings possible - Freely placeable buildings - Animation when placing new buildings - Buildings have animations and particle effects after placement (e.g. smoke from chimneys) - Buildings are constructed with an individual scaffold in each case - Farms for vegetables, fruit, wheat... can have individual shapes - 2 different construction modes for farms - Warehouses for raw materials, intermediate products and consumer goods - Detailed building status, 3D view - Demolish several buildings, farms simultaneously - Buildings fall apart when they are torn down - Buff buildings, which cover the surrounding area with bonuses (stackable according to research) - Wind Turbines Respond to Wind Changes (e.g. turning into the wind) Vehicles - Residents drive their car to work (later local transport system) - min. 5000 vehicles can be calculated. - Vehicles search the fastest way to the destination (modified A* algorithm) - Lane changing on multi-lane roads (e.g. overtaking slower vehicles) Zones - Define living and office zones. Buildings are placed on zones by the AI. Environmental conditions can influence which buildings can be placed on the zones. - Designate zones (Animation) - 5 zone steps - larger buildings or skyscrapers are built on higher quality zones - 2 different building modes for zones (draw, pipette) - Waste stored in waste zones (Animation waste mountains) Infrastructure - Freely placeable streets and buildings (no grid) - 4 different construction modes for roads (straight, bent, free, draw) - Building roads with different numbers of lanes - Bridges (more expensive than roads) - Tunnel (more expensive than roads) - One-way streets - Road crossings can take any shape - Traffic islands are created at road crossings - Upgrade and downgrade of streets - Demolish several streets at once - Traffic Management - Purchase of transport vehicles, - Transport vehicles supply companies with goods and collect produced goods - Define transport vehicles with your own paint scheme - Water supply (building water pipes), water towers and pumps Environment - Urban area has an extension of 14 x 14 km = 196 km^2 - Map has several resource occurrences - The urban development area can be expanded by purchasing additional areas - Environmental conditions improve or worsen the attractiveness of the city - Trade with neighbouring cities - +10000 Land animals and birds - Aircraft and ship - Terraforming (voxel, versatile tools e.g. tunnel digging) Progress - Region map (selection of a new city) - Achievement of milestones and thus also access to newer buildings and technologies - Research (new buildings, improvements, etc.) - Passing laws (causing costs) - Missions within a game Finances - The majority of all production/service buildings generate running costs - Money can be earned through consumption, rental income, trade, etc - A clearly arranged finance menu shows the expenditures and revenues in the respective categories - Money is needed, for example, for the construction of buildings and infrastructure, legislation and trade Effects - Animated menus - Day/night change - Wind and weather effects - When wind turns or changes its strength, grass reacts Interface - Many statistics give an overview of the city - Filter menu shows, among other things, raw material deposits in the city area and services of e.g. fire brigade, hospitals, schools - 3 camera modes (standard, free and photo) - Tooltips (texts, videos) - Tips appear during various actions - Event notifications - With the button Pipette a building can be clicked and copied - Particle system for menus (e.g. fireworks when reaching a milestone) - Highlighting and description of objects when the mouse hovers over them - Resources show small green or red arrows if the amount of resources is increasing or decreasing lately - City, mayor, persons, streets, companies have individual names - Renaming of names (city, mayor, persons, streets, companies) - Tutorial (with text, symbols, voice output, videos and highlighting of controls) - City Next easily translatable into other languages (.xml file plain text readable) - Own language files can be added - Extended option for individual game adjustments - in addition to the option's menu, the performance can be fine-tuned in the config file (all plain text readable) - Font, font size, color can be changed in the continuous text (can be defined in the XML language files) - Integrate images in continuous text (definable in XML language files) - advanced tips displayed during save game loading Miscellaneous - Adjustable difficulty level with 8 different parameters from beginner to pro for individual gaming experience - 6 different game objectives (after reaching the game objectives, the game can be continued) - Taking out a loan when money is tight - Save and load city - Explore your own city by car - Evacuate entire quarters - Drawing soil textures - Individual objects can be placed for the design of the city - Photo mode - Vegetation - Underwater view - Building Editor - Vehicle Editor - Road Editor - Simply Modbar - Technical details
On an initially undeveloped landscape, the necessary infrastructure such as roads, electricity and water supply can be built.
By constructing industrial buildings for the extraction of raw materials, new or refined materials or goods can be produced.
Materials are in turn needed for the construction of further buildings.
Industrial buildings need resources but also offices to function. Offices are built independently on office zones (supply and demand).
Buff buildings can improve other buildings in the radius of influence (e.g. technologist center increases the productivity of the buildings (Stackable with a special research)).
The dynamic procedurally generated road and intersection system
By allocating residential zones, residents construct residential buildings independently (supply and demand).
Depending on the nature of the zone, small houses, larger buildings or even skyscrapers can be built.
The player follows personal preferences in design and growth of his city.
In order to keep the inhabitants happy, they are supplied with consumer goods such as fish, furniture, clothing or luxury goods.
In addition, the residents need services like hospitals, leisure activities, fire protection, religious buildings, … .
The consumption of consumer goods generates income for the city, which in turn is used to finance new infrastructure projects.
By reaching milestones, further buildings, production chains and technologies are released. Residents can rise in rank by improving the living zones. The residential buildings become larger. A conurbation is created. Residents of higher rank spend more money on goods, but also have extravagant wishes for goods (e.g. medical equipment, electric cars).
The player has more privileges as mayor of a city (excerpt of the possibilities):
- Trade with neighboring cities
- Research and legislation
- Manage the city’s finances (set taxes, take out loans)
- Buying additional urban areas
City Next can be modified by any player.
For example, properties of buildings and production chains can be changed and new ones can be added.
Milestones, people, laws, symbols, resources, etc. can be changed. There is an:
- in-game building editor
- street editor
In City Next you can build big cities
Youtube Playliste shows many more game features.:
Why do I publish all this? Feedback, ideas and requests for improvement inspire new ideas and motivate me to work on the project!