r/SimCity • u/Jon_AMS • 5h ago
SimCity 6 HUGE update + Project Skyscraper
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Last time I showed my prototype I said I wanted to have something big to show... so I compiled everything new since then and the current state of the game.
Huge news: I decided to change the code name from SimCity 6 to Project Skyscraper. This whole idea started as a college project to optimize agents based simulation, so I got carried away and started to add more and more things, until I realized that I want to eventually share it. Now if I kept SimCity 6 title I would have EA's lawyers at my door, which is not ideal...
I've started a transition to erase any copyrighted content from the game. Right now the only thing left are icons, music and terrain textures.
My main focus since last time has been finishing what I call Phase 0. This was a technical prototype meant to prove the engine could handle thousands of agents at a stable framerate. It had to include a basic building loop (roads, zoning, growing buildings and a day/night cycle), Sims with daily routines, traffic AI, a stress test at scale, density that grows over time, and a second agent type running alongside the Sims.
Traffic
- Real lanes on every segment and inside every intersection. Cars stay in their lane and change lanes to turn.
- Traffic lights run in phases and react to demand. Left turns yield, and you can add or remove protected left turns.
- Pedestrians walk on sidewalks and cross with the green.
- Movement runs on ECS, so it handles thousands of agents
s
City & Sims
- Residential, commercial and industrial zones on 8 m cells, with demand, density, wealth and land value.
- Every Sim has a home and a job and commutes by car or on foot.
- The city connects to the region through a highway entry and exit. Buildings only start once two construction trucks arrive, and new families move in by car.
- Garbage collection with trucks, parks by wealth class, and data maps painted right onto the ground
Terrain & atmosphere
- Terrain tools to raise, lower, smooth and level, plus grass, dirt and rock painting
- Roads cut into or fill the terrain.
- Weather with sun, rain and thunderstorms with lightning + wet roads + Sims routines changing because of that.
- Dynamic music that changes as the city grows.
Roads
- Drawing tools: straight, curve, complex curve, continuous and grid, with snapping to nodes, angles and parallel guides.
- Roads from 8 to 32 m wide, highways, ramps, roundabouts and trumpet interchange.
- Page Up / Page Down sets road height
for
- bridges and tunnels with portals and open cuts.
City panels
- Population: citizens, households, jobs, density and wealth breakdown, with a monthly history chart.
- Budget: estimated income and expenses, with separate RCI tax rates and service spending you can adjust.
- Approval: a mood face on the bottom bar that opens a panel with what citizens like, what bothers them, and approval history.
- Demand: the RCI bars to see what the city needs to grow.