@Brueson said in Cities feel too much like grid paper:
(...)Same assets placement(...)
Not at all, you have to consider individual privileges. Who can place/destroy what where? You haven't talked about that.
@Brueson said in Cities feel too much like grid paper:
(...)one extra algorithm to check if building would end up with no valid paths to the front doors(...)
The situation is not as easy as you think it is. Have you ever worked with a navmesh? And we aren't talking 'front door' here. People are going to do their very best to abuse such functionality. They would block other players by building around them (or their spawn position). They would cut off players from reaching certain points through building in circles around key areas. All of these nasty edge cases have to be considered and PREVENTED. As the saying goes... the devil's in the detail.
@Brueson said in Cities feel too much like grid paper:
(...)I'm confused why players expect the world from developers, but also defend them with weak tech excuses(...)
Three reasons.
First, I don't expect the world from them.
Second, I know the technical perspective of a programmer and the financial restrictions.
Third, I know they are already struggling to implement the core game as promised in a reasonable time-frame. I'm in good hope that they can manage and finish developing this game with the funding they have, but I am aware that feature creep has killed more software projects than I could count.
In other words, would I think it's a great feature to have? Certainly!
Would I want them to take the month or three required to implement it? No, I'd rather have them try and finish the core features of the game.