Kevin Woodward Homepage

CSE 335 Team Beardsley City Project

Kevin Woodward:

- Commerce

- Commerce Visitors

- Scroll/zoom

- Currency & visitors

David Cornelius:

- Power

- Power Visitors

- Overlapping

- Power usage in-game

Devin Rosen:

- Transportation

- Transportation Visitors

- Currency multiplier components


Welcome to the Team Beardsley City Game Webpage! This is a very user friendly, simple version of a video game in which the user creates a city. Master the techniques and spend currency wisely to build an efficient city as quickly as you can. Get a total of 5,000 currency and you win!

Our city uses the normal user interface for the plan tiles and comerce tiles. As tiles are added to the city the status bar updates, and if the tile is part of the commerce tile group it updates the status of the 3 aspects of our city's commerce. If there is more than 10% unemployment or more than 10% of jobs that are not being filled than Jobs and Residents will turn red. If markets cannot serve more than 10% of the residents than Residents and Customers will turn red.

In order to access the power and transportation interfaces in our city the user simply needs to access the Toolbar tab on the menu bar and check and uncheck the Power and Transportation options. Transportation discontinuity and Power discontinuity update on the status bar with each tile that is added or if a transportation tile is rotated. Transportation tiles are rotated by right clicking on them once they are added to the city. Power tiles automatically configure to connect with neighboring power tiles.

Lastly, the scroll option is a single click scroll option. The user simply needs to left click on the points of the arrows on the navigating image to scroll left, right, up, and down. To zoom out from the original screen the user needs to left click the "-" magnifying glass, and to zoom back in they left click the "+" magnifying glass.

Power Tiles

To use power tiles effectively, you must maintain power to your city. This objective is maintained through three ways:

1. Provide enough power for all tiles. Provided power is indicated at the bottom of the screen, and tiles that need power. Keep the provided power above this number or you will lose power for the whole city until corrected.

2. Keep power plants far enough apart (about 5 tiles). The status bar will inform you if they are too close, and any affected plants will cease functioning until corrected

3. Keep power plants connected to the grid. Every plant must be connected through power lines to the original provided plant or the grid it creates.

Tiles: In order on the toolbar

Slots 1-4 Power lines : tiles to connect power plants, costs $5

Slot 5 Substation : small power plants, costs $25. Supports 5 tiles

Slot 6 Power Plant: regular size power plant, costs $50. Supports 10 tiles

Slot 7 Solar Plant: advanced power plant, costs $100. Supports 20 tiles

Road Tiles

Making a continuous connection between the Residential tile and the Market tile or between the Residential tile and Industry tiles will add 1 to their respective production multiplier (multiplier starts at 1 for each). A Residential Tile can only serve 1 Market or Industry tile on any given road, thus adding an additional Market or Industry tile to a road that already has a Market/Industry tile will not increase the multiplier. Cost: 5/road tile.

Income Tiles

Income tiles include: The City Hall which you start with which is generously given a constant income of 10 even if it is deleted by accident), Industry tiles, and Market tiles. Income generation can be increased by connecting these buildings of interest with roadways, making for a more efficient and effective city. As you connect Market and Industry tiles to a Residential tile your multiplier will increase, increasing your currency generation for the city.

Income Tiles (currency generated/5 seconds) & Cost:

Heavy Industry = 50 250 Employs 125

Light Industry = 20 150 Employs 75

Port Industry = 10 100 Employs 50

Market Tiles = 5 25 Serves 100 customers