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Metropolis 1998 lets you design every building in an isometric, pixel-art city

⁨94⁩ ⁨likes⁩

Submitted ⁨⁨8⁩ ⁨months⁩ ago⁩ by ⁨alyaza@beehaw.org⁩ to ⁨gaming@beehaw.org⁩

https://arstechnica.com/gaming/2024/08/metropolis-1998-lets-you-design-every-building-in-an-isometric-pixel-art-city/

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Comments

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  • ReplicantBatty@lemmy.one ⁨8⁩ ⁨months⁩ ago

    Definitely checking this out, it looks like it will scratch a very specific itch lol

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  • theangriestbird@beehaw.org ⁨8⁩ ⁨months⁩ ago

    Looks awesome! and the fact that the dev is starting from a place of having the pathfinding algorithm figured out is promising. Better to start there, rather than end up like Cities: Skylines with abysmal frame rates that even top-end hardware can’t keep up with.

    I’m not sure how I feel about the artstyle yet. It certainly looks gorgeous in screenshots, but I wonder if it will be difficult to read when you are actually playing. Camera rotation will be the key for me, personally. If I can’t rotate the camera to get alternate views, that might be a dealbreaker.

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    • tomato@beehaw.org ⁨8⁩ ⁨months⁩ ago

      It will probably allow you to rotate the camera every 90 degrees like cited Rollercoaster Tycoon. At least that’s what I would expect from a game with this kind of graphics.

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  • muhyb@programming.dev ⁨8⁩ ⁨months⁩ ago

    Nice! Added to my wishlist.

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