[1] https://www.captain-of-industry.com/
PS: To my surprise, simulation games are a lot of very technical work full of algorithms and optimizations, compared to an average SWE work in a tech company.
[1] https://www.captain-of-industry.com/
PS: To my surprise, simulation games are a lot of very technical work full of algorithms and optimizations, compared to an average SWE work in a tech company.
When I mentioned our focus on reality, I meant that the mechanics and processes are mostly driven how things are done in the real world and by playing the game you can even learn something new (e.g. steel production needs oxygen). However, it is a game and this can be done only to a certain degree, especially the early game has a lot of "shortcuts".
As an example of realistic mechanics and processes, you build excavators that mine ores and coal, trucks haul materials around the factory, terrain collapses as it is being mined, iron and steel smelting produces slag that needs to be disposed, fertilizer for farms is made from ammonia (synthetic process) or from compost (natural process), etc. (see our wiki for more https://wiki.captain-of-industry.com/ ).
Im working on a video game too so I understand the necessity of limitations and shortcuts. And your point could be entirely clear if I were to play the game. I'm just pointing out, IMO, there's a disjoint between what I see and what you say.
Edit: I'll add, I believe the communication and interpretation of game functions is extremely important. Im creating a city builder/simulation game, but the depth of the simulation is determined by what's communicated to the player, not what the code does. I could create an intelligent game AI and a sophisticated economy, but if it doesn't communicate that to the player in any way, then it's no different than RNG to the players eyes.
It's great to hear from other game devs! What is your game called?
I agree! Do you happen to know of any small discord servers / other communities for game devs making simulation games? The larger ones I've been to were just too big.
I dont have a name for my game yet. I'm only 3 months in. When I get to the point where I have a SimCity 2000 level of functionality, I'll know I should keep going and will start putting together a brand/webpage.
And good luck with your project!
When I have time I'll poke around the internet for other devs with similar ambitions .