Funding for this project was canceled by the project creator on May 25, 2014.
Funding for this project was canceled by the project creator on May 25, 2014.
Update: Due to a lack of interest in this project I will be cancelling this project as of the 25th of May if a minimum of 32,000 is not reached by then. When this project is further developed I will relaunch this project but as it stands for the moment there is just not enough interest in it and I think that is due to not enough of a demonstration.
Thank you to all who showed interest in the project.
Reality city will be designed and programed by a group of individuals who are enthusiastic and talented people with years of experience developing games and looking forward to starting to work on this exciting new city simulation game. One of the team members has even worked on games such as Grand Theft Auto and God of War.
We are looking to bring realism and a overall better sense of simulation to this brand new game we would like to develop, however we need help to make it reality.
The game takes place 50 years past oil peak. Your job will be to manage and develop as many cites as you like with buildings that will truly look realistic unlike other simulated city games.
Electricity is now the primary source of heating and running the lives of the people. Your task will be to run successful cities without running them into the ground financially.
This game aims at constructing a city simulation game that is much better in both the way the simulation will operate and the graphics them selves.
This in part will be done by allowing you to zoom in extremely closely to view the extensive work that goes into the creation of the details that will be incorporated into each of the buildings that will be available in the game.
The land-map will be extremely large. It would be unlikely you would ever run out of land to develop. You'll be able to develop the map as you like with landscaping tools.
This game will concentrate on making the simulation much closer to reality. For instance if you manage and develop your city or cites correctly you will see your populations grow more rapidly then if you don't. If your terrible at it you may start to see homeless people erect tents on the streets and eventually be kicked out of government and thus game over. You can also end up ending your game if you run too deeply into debt. However if your a great leader and planer you'll see skyscrapers sweep across the landscape and have loads of fun in laying down all kinds of traffic networks. Of course you will need money to keep up with the costs of running the cites you create.
All cites will affect each other and will be closely linked to each other. Citizens may choose to leave one city and move to another for different reasons such as the taxes being much lower in one city compared to another you create.
Traffic networks will be 3 levels deep / high. You'll have new traffic networks that have never been developed for use in this type of game very well before such as a variety of walk ways and bike paths.
Farms and food in general will be much more deeply concentrated on with this simulation then others you may have played in the past. This aims to give the game a much more realistic feel.
There will be so many great aspects to this game it's impossible to list them all here without boring you but the point is we want to get things right and to do so we will put a great deal of research into creating things as accurately as possible with both the models we design and the simulation it's self.
- 3 levels up and 3 levels down for traffic networks
- walk-paths, bike-paths, rail-ways, streets, roads, 4 lane highways, 8 lane highways, subways, airplanes, boats, buses, cars, motor cycles and possibly more traffic networks.
- No need to lay down pipe line for sewage systems. (We realize this is just a pain in the woohoo, it is just a game.)
- Will be able to explore the city on a car or motor cycle and possibly on foot.
- simulation speeds; 24hour clock, 24 times quicker simulated, 120 times quicker simulated.
- God mode; simulate city 1 year, 5 years and 10 years ahead with just one click of a button.
- Multitude of different stats will be available quickly in game.
- Ability to turn off background game music / plug-in folder to place the music you'd like to have play in the background while playing.
- Will be available for the PC the Mac and Linux. XBOX and others if funds allow.
- The ability to create your very own creations for the game will also be available.
We need your help to fund this game because it requires a lot of people to create it and those people cost a lot of money. With out your help it would be impossible to get such a massive game off the ground. Models, programming and sounds are all key in making any game successful and this one is no exception. We will be designing a lot more models then typical for a single game. That in it's self presents a huge challenge. Each of them will be to scale to keep things as realistic as possible and will contain real world numbers such as how many people can live in a building for residential buildings and for work places a realistic amount of jobs that would be present to operate that business.
We will be looking to put in lots of details into each and every one of the buildings for the game. We as well have a lot of props to design too. All of this game design requires a great deal of research to make sure we get things as close to reality as is possible in order to create the most realistic simulation we can. This is why we need your help. We simply can't do it without your support.
Models will take a large amount of the money. We would like to have a minimum of 100 buildings between (Residential, Commercial and industrial.) Residential and commercial will probably consist of most of them while industrial will be the fewest. Then there will be a huge number of different props that will need to be created to be able to place on the building lots such as flowers, trees, people, pools, sheds and so forth. There is also the matter of many different civic building that will need to be created. Every single thing you can think of in real life, we want to incorporate as much of that as possible.
Then there is the cost of getting all the sounds that will be required to make the game and of course the hours and hours of endless work that will be required by skilled programmers to put the whole game together.
Here are a couple demo images you may not have seen in the video.
Quickly done up this High School to demonstrate how lots will be realistic sizes as they are in the real world.
Specs for this High School are as follows:
Square feet:52800, Water: 668520 gallons per month, Electricity:37400KW/h, Bicycle parking:864, Car parking:80, Bus parking:28, Student capacity:1320, Teachers 44, Recyclable & Compost produced:3.685 tons per month, Total jobs:56
These are all real world stats. Every building designed and modeled for the game will have and reflect stats as close to the real world as possible.
Robin Brunet - Project Manager
Been doing models since 2009 for games, Been doing architectural drawing since 1996. Been certified in computers since 2003. Been doing web sites since 2003. The list goes on.
Paul Lee - Game Director / Programmer
A game development veteran of 15 years of professional experience in the industry, Paul Lee is a game director and programmer. He has worked on a endless list of high profile titles, such as God of War, Red Dead Redemption, Kung Fu Panda, Darksiders, There, Indiana Jones; Emperor's Tomb, Buffy the Vampire Slayer, X-Files, Star Trek DS9 and it goes on and on like a run on sentence. He's track record remains perfect for 10 consecutive years and every single title he has been involved in was a major success. Within those 10 years, none of his games have been cancelled of failed publication. His client list is just as lengthy as his published game titles. Some includes, Sony Playstation, Sony Pictures, Paramount Pictures, Dreamworks, Qualcomm, Intel Corp, Rockstar Games and much more.
Kevin Eamon - Sound Engineer
Kevin and owner of Rock My House Music Center is a professional drummer with over twenty years experience recording, playing and touring in bands. In the early nineties Kevin was nominated drummer of the year for the 1991 Ottawa Music Awards. By the mid nineties Kevin was in a band that hit the Billboard charts and were supported by videos aired on Musique Plus and Much Music. Another achievement was the opportunity to record in the Bennet House Studio in Tennessee which is known for the studio that Elvis recorded in. Kevin is a graduate from Recording Arts Canada where he received a diploma in Audio Engineering and Sound Recording.
Hibernate Spring - Programmer
c++ programmer, Java-script, Digital marketing.
Sagra Mondal - Character Animator / Modeler
Highly experienced character animator has worked for companies such as Walt-Disny. Experienced as 2D/3D Animator, Illustrator & 3D artist for different small animation studios & ad agencies. With a wide range of skills he is up to any of our animation tasks. Key frame animation, Flash Animation, Illustration, Story Board Creation, Modeling, Texturing, Background Instruction and Concept Art.
We have other people but not everyone like to be part of the internet.
We have spent 4 months in development already to create a website and models to be able to demonstrate the game. Making a game like this is a very complex task and we still have a little over a year to go before the game is completed but can't do it without funding. There are many aspects that can cause delay in creating such a massive project like this when it comes to creating new concepts but by laying everything out ahead of time we are limiting this risks for completing the project on time.
We too have minimized the risks of delay by using a well working game engine known as Cry-Dev. We have a experienced team of members and we have a thorough production plan. We are right were we planed on being by this time and look forward to continuing to stay on time and budget.
Delays are common place in the game industry. Should such delays arise and force there to be cuts to features to stay on time and budget, we will add those features latter through an update at no cost to you.
The main challenge in creating a game like this is being able to understand this type of game and having a clear understanding on how to construct it. With a clear plan already put together on how we will build the game this is already addressed. Should anything need to be addressed once started we will do so and continue with the development of the game until completed. Nothing will stand in our way.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (60 days)