[RELEASED] Classic City Builder Kit

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.

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
2 Likes

@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

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.

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.

Updated to 2019.4.24f, everything works. Thank you!

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.

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:

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

Version 1.3.0 has been released!

ADDED

  • Timings system (events, animations and text based on playtime)
  • Hexagon support in Setup, Map, Tiles, …
  • Decorator Structures that save rotations and sizes
  • Object Generator for easy map object generation

IMPROVED

  • FireWalker in Three Demo now actively walks to and extinguishes fires
  • Walkers use better points to enter and exit buildings(Pathfinding accepts multiple starts/ends)
  • BuildingRequirement can now require Buildings(see BuildingRequirementDebugging)
  • DefaultGameManager now saves the current randomization state

FIXED

  • AccessType Exclusive
  • Rotations in XY Maps

The Timings system is used in the Three demo to display the game time in a year, quarter, … format and for a day night cycle and rain event. The Three demo also uses the new Decorator Structures and Object Generators to add Bushes and Pebbles. Look through the MapObject GameObject to see how they are used.
The advancement in BuildingRequirement are demonstrated in a scene in the Test project.

Is it possible to make a colony sim out of this template? I guess along the lines of rim world

i’ve not had the time to play it but from what i know about rimworld i think that game is heavily based upon individual walkers and their AI which is not currently well supported in CCBK
it might give you a good jumping off point for some of the basic stuff like structures, buildings, walkers, layers, saving…

1 Like

Version 1.4.0 is now live!

ADDED

  • Food View in Three Demo
    uses the overhauled views and bars and the new IItemHolder interface
    walkers can now also have bars; added bars that show items using their icons
  • Tornado Happening in Urban Demo

IMPROVED

  • Health Bars in Defense Demo reintegrated with Core Views and Bars
  • Rain in Three Demo now affects Heat and Water
    the new ILayerModifier interface can be used to globaly affect Layers
  • Religion in Historic Demo now affects Farming Efficiency
    the new ScoreEfficiencyComponent uses a Score to affect Building efficiency
  • Migration in Three Demo is now driven by a Score
    this happiness score combines employment, housing quality and food availability

FIXED

  • suppressed unused event warnings
  • recursive error in retrievers
  • missing sprites in urban demo
  • minor errors in tests

Hello. Is there AI for automatic settlement development?

Hi, I’m not entirely sure what you mean but I don’t think so.

Hey! I mean can the AI manage the settlement. For example, as a neighboring settlement on the world map.

And I can’t figure out how to make roads in the editor.

Oh I see, no there is no AI of that kind.

In the Editor Roads are drawn using the Tile Palette from the 2D Tilemap Editor Package.

Version 1.4.5 has been released!

Since the next larger update is a bit further out I’ve decided to split some fixes and a couple user requested features into another smaller update.

ADDED

  • More uses for PathTag (see Walkers manual page)

  • RoadBlockers in Three Demo can be set to let certain Walkers pass

  • Different Pathing by Ground Tile in StrcturePathDebugging test scene

IMPROVED

  • URP upgradability for Three demo (see CityBuilderThree/URP)
  • Employment Priorities are displayed in descending order

FIXED

  • Service Values increasing over time instead of decreasing
  • walker rotation in urban tunnel scene
  • three props now use the correct materials
  • links in manual pdf

Are there any plans to support mobile platforms?

huh, i actually forgot to add the latest release notes which should answer your question

1.4.6
ADDED

  • Mobile support for Urban and Defense Demos

  • adjusted UI

  • added touch controls

  • WalkerAreaMask (NavMesh areas for use in PathTag)

the APKs of the two demos I adjusted for android can be downloaded on their respective itch pages