Welcome to Group Colon's Project 1 Game, City Builder, for CSE 335, fall 2011.




Team members:


Anthony Talerico
Matt Vorce
Samuel Chapman

Part 1 team responsibilities:

Anthony: Transportation
You can place roads on the screen. Note that not all possible road directions are shown on the toolbar. However, you can double-click on a road you have already placed in order to rotate it.

Matt: Construction
Construction can occur on a dark green (not light green) tile. Double-click on a dark green tile to start construction. The construction will go through five different frames of animation. At the end, one of three random buildings (beaumont, tennis court, or Tux statue) will be created.

Samuel: Commerce
Houses hold 4 units of people (referred to as just "people" for simplicity). A market can serve 8 people. A factory can employ 8 people. If there is fewer than one factory for every 2 houses, there will be unemployment. There needs to be at least one market for every 2 houses; otherwise, there is starvation. But if there are more than 2 markets for every 2 houses, there will be bankruptcy in the markets (which is also not desirable!) Therefore, try to keep the ratio of houses, factories, and markets in a good range so that the bad conditions--starvation, unemployment, too many jobs, and bankruptcy--are not met.

We are not working on the power grid part.



Other things:
The number of tiles is on the status bar at the bottom of the screen. If there is at least one overlapping tile, a message on the status bar will say so.


Here is a sample city file: East Lansing Junior

Quick Instructions

Placing tiles

Every tile has a cost. Make sure that you have enough money to place a tile!

Every tile needs to be built near a road, so remember to build roads first.

Market

Generating money

Every few seconds, a dollar is added to your money. Each market you build will contribute six dollars every few seconds.

Market

Markets, factories, and housing all work with each other, and the right ratio is needed to keep away unfavorable conditions such as unemployment. If the city has any unfavorable conditions (shown in red) then no markets will earn any money!

Factory

Market

Other tiles, such as windmills, have no effect on commerce, but they look nice.

Market

Part 2: Game implementation (detailed instructions)

Our game, called City Builder, is a city simulation game with several major features that interact with one another. The three features are: road tiles, construction and monument tiles, and commerce tiles. The user is allowed to add certain tiles to the map at any time. However, one can only build a tile if one has enough money. The amount of money that each tile costs is shown on the icon for each tile on the toolbar.

Road tiles are placed by the user and will never show up by themselves. They connect other tiles of the city together. It is impossible in our game to place a non-road tile that is not connected to a road. Note that the city itself does not have to be contiguously connected--there can be "islands" of roads that are not connected to others.

Commerce tiles are a catchall for factories, businesses, and housing. This is because all three types of tiles interact to produce a healthy economy. For example, the presence of factories allows people to work, and the presence of businesses allows people to shop. But in order for both factories and businesses to work, housing needs to be available first! In general, if there is a good balance between the three types of tiles, the economic health of the city will be good, and the city will function smoothly. Fewer than one factory for every two houses results in unemployment, while fewer than one market for every two houses results in starvation. More than one market for every house results in bankruptcy. It is important to make sure that all the three good conditions--no unemployment, no starvation, and no bankruptcy--are met. If a condition is not met, it is red. If all three good conditions are met, then any market tiles that the user has placed will generate six dollars every few seconds. If even one condition is bad (displayed by a red message) then no markets will generate money! However, one dollar every few seconds will always be generated no matter what.

The third type of tile is the construction and monument tile. These tiles can be constructed according to the rules above. The dark green grass tile is the tile one uses to make these buildings. Each building is fairly expensive--it costs 500 dollars. However, if one builds 6 of these special buildings, a bonus (a stadium) will become available to build. Remember that one has to double-click a construction tile to get the actual building animation!

If one does not like how the city looks, or is unhappy with the current situation, etc., one can always bulldoze tiles by dragging them to the toolbar. The toolbar acts as a giant "trash can" so that a tile will not be placed at a location that the user does not approve of. Bulldozing is free.

Tiles must not overlap. If you try to place a tile on top of another one, the game prevents it from happening.

Gameplay tips:

There is a small instrinsic amount of money that you earn every few seconds, but it is only one dollar. You probably want to build markets in order to make money.

You don't get any money back from bulldozing, so choose your buildings wisely.