GearCity - Steam Early Access! - GO BUY IT!

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EricB
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GearCity - Steam Early Access! - GO BUY IT!

Post by EricB »

The game has launched on Steam Early Access! Pick it up with 20% off! Which is $11.99.

http://store.steampowered.com/app/285110




Or grab a copy on GMG for $9.60!!! Details here: http://steamcommunity.com/app/285110/di ... 897833948/


Thanks everyone in the Ogre community, without you all, I would of had to teach my self opengl! ;)


//////////////////////////////
Little Older News
/////////////////////////////

It's been ages since I've updated this thread. Sorry for anyone following it.

Anyhoo, Big news! GearCity will be released on Steam Early Access, May 30th! Normal price is $14.99 but we've a 20% launch discount going on, so be sure to check it out!

[youtube]Osr3U71GBoU[/youtube]

We got a bunch of screenshots, and even our Open Beta builds which you can find on our site: http://www.gearcity.info/


////////////////////////////////////////////////////////////////////////////
// Old News //
////////////////////////////////////////////////////////////////////////////

Image

Hey guys! It's been a while since I last updated this thread. Sorry
about that. We've gotten a lot of work done over the past year.
There is a new car designer system, 300 AI companies, lots of eye candy,
and way too much stuff to type so how about a quick trailer video?

Remember to check out http://www.gearcity.info/ and http://www.ventdev.com for more details. ;)

[youtube]MB69KwFKigs[/youtube]

Check out our articles on:
Indie Game HQ: http://indiegamehq.com/gear-city-by-ven ... ming-beta/
Indie Games: http://indiegames.com/2013/01/trailer_g ... _vent.html
Indie Retro News: http://www.indieretronews.com/2013/01/g ... uring.html

And like us on facebook! http://www.facebook.com/profile.php?id=183139871741918

////////////////////////////////////////////////////////////////////////////
// Older News //
////////////////////////////////////////////////////////////////////////////

GearCity is an Automobile Manufacturing Business Simulator, AKA, "Management" game.
You design, build, market, and sell automobiles in a historically accurate and realistic economic simulator.You have one important goal, stay in business!

We've been working on this game for about the last year and change. It's now in a playable state, and thus we can show it off!

We're using Ogre3d, QuickGUI, rapidxml dotsceneloader, and a slightly modified Advance Ogre Framework.

Anyhoo, visit the site http://www.gearcity.info, and enjoy!

[youtube]MxEPCGjCGGQ[/youtube]
Last edited by EricB on Sat May 31, 2014 6:43 pm, edited 10 times in total.
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Alexiss
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Re: Gear City

Post by Alexiss »

Wow you must have put a lot of efforts in Gear City. Kudos for that.

The game seem really complicated though... but it's only an Alpha, I know :-)
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Re: Gear City

Post by spacegaier »

bronzebeard wrote:and a slightly modified Advance Ogre Framework.
Anything that might be of interest for the genreal public that I should change in the framework or only stuff very specific to your - BTW very interesting - creation?
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Re: Gear City

Post by Slappy »

I can see that you did a lot of thinking about the simulation and game mechanism.
But why Ogre3D?
There is very little 3D graphics shown in the video - maybe using 2D engine would fit all your needs?
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Re: Gear City

Post by SunSailor »

Nice project, but we'll see much more 3D assets in later versions, don't we? I would assume, that we see the car parts and the final cars, maybe even the factory? But concentrating on the general game play is definitely a good idea and good project management, can't wait to see more :).
Btw., I sent you a PM about distribution opportunities!
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Re: Gear City

Post by CUINL »

Reminds me a lot of old times with the game Detroit :)

http://www.mobygames.com/game/detroit

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Re: Gear City

Post by EricB »

spacegaier wrote:
bronzebeard wrote:and a slightly modified Advance Ogre Framework.
Anything that might be of interest for the genreal public that I should change in the framework or only stuff very specific to your - BTW very interesting - creation?
Well I am using an old old version of your advance ogre framework. A lot of the stuff I did to mine you've already done to yours, like adding rapidxml dotscene loader. I did change how you initialized ogre (i'm not sure if you changed that in the latest aof) my version now loads video settings from an xml file. Also I added a singleton which controls sql statements and stores all temporary data that is not saved to the DB. I put in Qgui, so a bit of the gui calls are different. I also changed around a few minor things, more for personal preference or non use (like ripping out pause()). If any of those interest you I could clean it up and submit them to you (Though none are really to hard to do on your own).

Slappy wrote:I can see that you did a lot of thinking about the simulation and game mechanism.
But why Ogre3D?
There is very little 3D graphics shown in the video - maybe using 2D engine would fit all your needs?
1) I know ogre much better than sdl.
2) The car designer system is "spore" like. As in using pose animation we're going to allow you to modify the car body in 3d to however you want it.

To me it's quicker to handle all this in ogre rather than do it in sdl + openGL.
And actually, everything you see is completely 3d other than the gui and the splash... It's just the camera isn't moving :lol:
SunSailor wrote:Nice project, but we'll see much more 3D assets in later versions, don't we? I would assume, that we see the car parts and the final cars, maybe even the factory? But concentrating on the general game play is definitely a good idea and good project management, can't wait to see more :).
Btw., I sent you a PM about distribution opportunities!
Of course! My artwork has been coming a bit slow lately. Thus why we're focusing on the rest of the game first. The RnD state will have a bunch of 3d goodies. The gray area will be a design room which you can rotate inside 360degrees, in the center will be whatever you are designing. The engine, chassis, and gearboxes won't have much in the way of modification options, however, the car designer will. We plan on making it "Spore" like, in that you grab a fender push and pull it, attach various external pieces like headlights, grills, side mirrors, etc.

My current trac versions show this:
v0.5 - finish core components (world news, internal memos, calculator, banking, stocks, etc)
v0.6 - GUI redesign, balancing, finish AI
v0.7 - RnD Designer Work
v0.8 - Content and Data (tedious but i'm in the process of making gtk tools to make it less so)
v0.9 - Bugs and Balancing
v1.0 - Bugs, Balancing, then Release.

So by my chart, it'll be a while before we'll have a pretty car designer.
CUINL wrote:Reminds me a lot of old times with the game Detroit :)

http://www.mobygames.com/game/detroit

Image

Doh! You caught me!

Don't forget ! http://www.mobygames.com/game/motor-city
Image


Yes, my plan is to recreate these classics, modernize them a bit, and add a little more complexity to them. Glad someone else is into old games like me :lol:
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Re: Gear City

Post by spacegaier »

bronzebeard wrote:
spacegaier wrote:
bronzebeard wrote:and a slightly modified Advance Ogre Framework.
Anything that might be of interest for the genreal public that I should change in the framework or only stuff very specific to your - BTW very interesting - creation?
Well I am using an old old version of your advance ogre framework. A lot of the stuff I did to mine you've already done to yours, like adding rapidxml dotscene loader. I did change how you initialized ogre (i'm not sure if you changed that in the latest aof) my version now loads video settings from an xml file. Also I added a singleton which controls sql statements and stores all temporary data that is not saved to the DB. I put in Qgui, so a bit of the gui calls are different. I also changed around a few minor things, more for personal preference or non use (like ripping out pause()). If any of those interest you I could clean it up and submit them to you (Though none are really to hard to do on your own).
Okay, sounds more like additions that are not directly related to Ogre (e.g. the SQL part or another GUI), so I think that is not needed in the framework itself. Thanks for telling us though :) .
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Re: GearCity

Post by EricB »

Image

Hey guys! It's been a while since I last updated this thread. Sorry
about that. We've gotten a lot of work done over the past year.
There is a new car designer system, 300 AI companies, lots of eye candy,
and way too much stuff to type so how about a quick trailer video?

Remember to check out http://www.gearcity.info/ and http://www.ventdev.com for more details. ;)

[youtube]MB69KwFKigs[/youtube]

Check out our articles on:
Indie Game HQ: http://indiegamehq.com/gear-city-by-ven ... ming-beta/
Indie Games: http://indiegames.com/2013/01/trailer_g ... _vent.html
Indie Retro News: http://www.indieretronews.com/2013/01/g ... uring.html

And like us on facebook! http://www.facebook.com/profile.php?id=183139871741918
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Re: GearCity

Post by pinaster »

Congratulations, I love management games and this one looks good! :)
Keeping an eye on it.
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Re: GearCity

Post by EricB »

It's been ages since I've updated this thread. Sorry for anyone following it.

Anyhoo, Big news! GearCity will be released on Steam Early Access, May 30th! Normal price is $14.99 but we have a 20% launch discount going on, so be sure to check it out!

[youtube]Osr3U71GBoU[/youtube]

We got a bunch of screenshots, and even Free Open Beta builds which you can find on our site: http://www.gearcity.info/

Enjoy! :)
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Re: GearCity - Steam Early Access May 30th!

Post by EricB »

The game has launched on Steam Early Access! Pick it up with 20% off! Which is $11.99.

http://store.steampowered.com/app/285110




Or grab a copy on GMG for $9.60!!! Details here: http://steamcommunity.com/app/285110/di ... 897833948/


Thanks everyone in the Ogre community, without you all, I would of had to teach my self opengl! ;)
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