Use the City Builder Starter Kit to create City Building games like DragonVale, Simpsons Tapped Out or even as the basis for more complex games similar to Clash of Clans or Sim City.
Included is a complete sample game with all, UI, graphics, various buildings, etc. The game is data driven with easily extensible data classes for adding your own unique behaviour.
New version works with Unity Sprites and UI. NGUI no longer required.
Enough with the words, check it out:
And yes everything in that video including all the graphics is in the kit.
Current Features
Isometric Grid
Define building shape, name, sprite, description, cost.
Define building occupants (like dragons in dragonvale, or even furniture if you prefer).
Define custom building actions.
Move and Sell Buildings.
Stop the game and come back and progress has continued.
Extensible data and manager classes, add your own behaviour with only a small amount of code.
Works on Mobile (tested on iPad 3, IPhone 4S and IPhone 5).
Zoom and scroll (forgot to show in video). On mobile it uses pinch to zoom.
Planned Features
JNA Mobile is committed to constantly improving our assets. Check out the reviews and praise for our other major asset the 2D Platform Controller:
“Perfect platformer tool and unparalleled customer service” “…the author goes above and beyond the expected support from an asset in his forum thread” “Best Plugin I’ve bought”
This approach will carry on to the City Builder Starter Kit, here’s what is planned for the short term:
UI and views for Unitys new GUI.
An alternate sample built in 3D.
Research to unlock new items and upgrades to existing buildings.
Tutorials for adding new buildings and resource types
Tutorial for adding custom “sim like” behaviour.
… and … Whatever you request!
Pricing
New release price will be $30 USD although the expectation is that this will increase as the asset grows with a resting price somewhere around $75 USD. Get in early to save!
Decorative objects are just like normal objects except they don’t have actions. You might choose to put them in a different UI Panel but the base code is the same.
A road/path drawer is a good idea. I have the code for that in another project (i.e. automatically selecting the right image to use for a winding river, etc), so I will get that in to the kit in the short term.
This looks like a great start. Is there any logic that controls what you do with the units after they are created, or is the focus simply on creating the buildings?
The only built-in behaviour is a boost to gathering but the logic can be implemented separately. Whats high on the todo list is to provide examples of how it can be extended. Planned examples:
Using occupants to attack something (Evony style where they are sent on mission for a start … writing a full battle simulator is out of scope)
Occupants that can be levelled up (i.e. like Dragons in Dragonvale)
Running a sim style game on top of the buildings and having occupants affect the simulation (i.e. lots of troops at home boosts the villages happiness, if they are all out on missions people stop working)
Timelines are hazy and will probably depend on sales. I’ll be more excited to add stuff if I have a lot of users
I will be honest, the documentation needs some work HOWEVER my plan for this asset is to have lots of video tutorials on youtube showing you step-by-step how to do all kinds of things … I’ll start uploading these shortly so there should be several done before the asset is approved.
Thanks for the purchase and hope you are enjoying so far.
The attack demo is something I will aim to get done pretty quick. I’m at work at the moment but when I get back I’ll put together a loose plan of the next things that I will be adding. If you want to see anything just let me know.
The animation side of things wont be a top priority until I get the tutorials done and expand the base kit with more core features. HOWEVER if you are stuck on how to do it I’m happy to help with suggestions, ideas, code snippets, etc.
I will buy this next week to support you and have a look later on this asset.
Do you have an estimated timeframe on when you have the 3D version ready?
Yes at the moment those units aren’t very exciting. However the occupant idea can be used for more than just units, you could do something like dragonvale where you have things inside that can be levelled up and can generate gold, you could create furniture to make your sims happy, or you could even use it for an upgrade system (build a satellite dish on to your building and it shows on the image and grants you a new ability).
Some of those things will be in the kit and others I will explain in the tutorials.
Even i do not have bought this now i have a feature wish.
I would like to see a demage feature for the buildings maybe with some kind of visualization (a health bar or a damaged version of the building) and deleting of the building.
Then i am curious once again on what time do you estimate for the 3D version, only round about.
I mean do you think it will take more like 2 weeks or 2 month i.e. ?
A simple health bar is 15 minutes work. A new attribute (exactly the same we added upgrade level in the video above), and a NGUI fill sprite to show it. About to go play basketball but I’ll do this when I get home
Damage is the same concept but would require me to hire an artist to draw the damage images. So probably wont happen unless I sell a bunch. I can easily help you implement it though.