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[RELEASED] Classic City Builder Kit

Discussion in 'Assets and Asset Store' started by softleitner, Feb 8, 2021.

  1. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    Classic City Builder Kit
    Store Demos Manual


    Hi everybody, I've recently released the Classic City Builder Kit to the Asset Store. I have long loved the classic city builders like pharaoh or caesar but have been a bit disappointed with how little new games have been released in the genre recently. I think that stems in part from the big up front effort required to get even a simple city builder set up. That's the problem I tried to solve with this kit, providing common features of the genre so game creators can get a big head start and focus on what makes their city builder unique.
     
  2. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    I have just released Classic City Builder Kit 1.0.0 !

    Release Notes:

    ADDED
    • urban demo project
      simple city sim in isometric 2d
      showcases various 1.0 features
    • connections core system
      build a network of feeders and passers
      enables water and electricity networks
    • connected tiles that switch sprite based on their neighbors
      simple base class and variants for rectangle and isometric grids
    IMPROVED
    • walkers can now be pooled using ObjectPool
    • roads now support multiple networks
      simply use MultiRoadManager instead of DefaultRoadManager
      rails and roads in urban demo
    • structures now support multiple levels
      easily control which levels a structure inhabits using the level toggles
      a single point in the urban demo can have a pipe, road and power line; pumps inhabit all three levels
    • new view type that displays building efficiency
    CHANGED
    • demo materials have been switched from urp to legacy shaders
    • sort axis moved to camera controller
    FIXED
    • blockers not working after save/load
    • building walkers not triggering on spawn
    • panning in xy isometric maps
    • speed controls in historic demo
     
    Ronith likes this.
  3. Ronith

    Ronith

    Joined:
    Feb 20, 2014
    Posts:
    69
    @softleitner ist there a discord support channel?

    - The Version.txt shows 0.9.0 (Assetstore shows 1.0.0), it looks like there is an older version in the asset store.

    - Where i can find the urban city demo?
    - All materials showing Hidden/InternalErrorShader

    Using Unity 2019.4.21f, installed TMP and Tilemap Editor package
     
    Last edited: Apr 10, 2021
  4. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    I don't currently have a discord, fastest way to reach me is by mail(softleitner@gmail.com).
    Please check which version you have downloaded in the package manage, if you have downloaded 0.9 previously you can update it there.
    The urban city demo should then be directly in the root of the project and materials should be changed to legacy.
     
  5. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    There is a problem that causes the wrong version to be downloaded in unity versions below 2019.4.23.
    I will fix it in the next update, in the meantime please upgrade your unity installation to use CCBK 1.0.0.
     
  6. Ronith

    Ronith

    Joined:
    Feb 20, 2014
    Posts:
    69
    Updated to 2019.4.24f, everything works. Thank you!
     
  7. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    I was able to resolve the issue without releasing an actual update. The version is still 1.0.0 but the problem with old data should no longer occur.
     
  8. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    Version 1.1.0 has been released earlier today!

    ADDED
    • Setup Wizard window
      creates a clean project template with placeable buildings
      configure display modes, axis, sizes, … in a simple dialog
    • Expandable Buildings
      building size is determined during building
      expand building in one or two dimensions
      showcased in the new bridge building of THREE demo
    • enhanced Full 3D support
      showcased in new 3D demo scene in THREE demo
      support for perspective camera and 3D roads
      height parameter in walkers can modify their display
      (move along terrain or change to different layer in tunnel)
    • Road Switching
      allows destination walkers to move between road networks
      showcased in SwitchRoadDebugging scene in tests and tunnel scene in urban demo
    IMPROVED
    • Building Requirements now support various modes and configurations
    • Road Requirements can now be configured to amend missing roads
    • Cell Size of grid is taken into account in default and isometric map
    CHANGED
    • RoadBuilding functionality has been merged into regular Buildings
    FIXED
    • incorrect camera area when camera was pitched enough to look up
    • structure level editor not working inside arrays
    • monument pathing when using worker pooling

    Heres a quick video showcasing the new setup wizard window:

     
  9. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    10
    Version 1.2.0 is out now!

    ADDED
    • Overview Windows for Buildings, Walkers and Items
      these display all the objects in a set with preview images
      objects can be filtered, cloned and deleted
    IMPROVED
    • Complete visual overhaul of 3D City Builder Demo
      • 25 Original Low Poly Buildings
      • Humanoid Walkers with Animations
      • Maps, Props, Materials, Effects, …
    • Updated “Start from Scratch” Tutorial
      • Incorporates new Setup and Overview Windows
      • New sprites for Buildings and Walkers
    CHANGED
    • Common walker properties have been moved to WalkerInfo
      PathTyp, PathTag, Speed, MaxWait, Delay
    FIXED
    • Expandable buildings not loading their expansion
    • Buildings having wrong scale after being affected by BuildingAddonTransformer
      this lead to buildings in the three demo always being slightly off scale or very off scale when the framerate was low
    • Roads for Bridge being amended without rotation
    • Path Recalculation for moving walkers in Defense Demo
    • Roads being demolished when their RoadBlocker was demolished
      Roads are “underlying” and therefore only demolished when no non “underlying” structure is demolished at the same time
    • Pooled walkers retaining their items and state



     
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