I love SimCity 4, but this is... It's weird. When I started, I immediately spent all my money and am 11,000 in the red? Yeah, it's not SimCity, but... I don't know. Maybe you could make an in-game tutorial?
Also, I don't always understand object sizes—I think it's missing a switchable, barely noticeable grid (guess where it came from, lol).
By the way, you probably know, but this looks like a bug: when you are in "construction mode" and press any speed, the selected building is placed on the ground under the interface.
And there's also a lack of settings in the game itself, not just at the beginning. It's so weird not having them, lol
I'm so glad to see the game in Godot and with top-notch animations! My dream is to make a project like this…
I have no idea how I ended up here but I love to see Godot games! Vertex animated textures are something I've been looking into. I've noticed my games performance drops significantly when there are too many skeletal animated enemies on screen.
Here's w hat my zombie 'town' ended up looking like lol. Also why do some zombies run off into the sunset?
Yeah so in this game there are no skeletons whatsoever! I imagine performance should be pretty snappy. I'll have some YouTube videos up soon explaining exactly how I pulled up VAT - it's not too hard, and super powerful - because aside from instancing, and doing stuff like this, you can also bake out animations from Houdini or Blender.
I'm 99% sure it happens if you alt-tab away from the browser, or if you lose focus on the game window. Maybe I should try to detect that and pause the game simulation. Basically if the game hitches, the simulation logic gets messed up, and the zombies keep moving in a straight line on whatever their vector is.
It doesn't actually happen on the desktop build, so it's probably some WebGL things. The game isn't throwing any errors or warnings, and no run-time crashing, so I genuinely don't know.
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I love SimCity 4, but this is... It's weird. When I started, I immediately spent all my money and am 11,000 in the red? Yeah, it's not SimCity, but... I don't know. Maybe you could make an in-game tutorial?
Also, I don't always understand object sizes—I think it's missing a switchable, barely noticeable grid (guess where it came from, lol).
By the way, you probably know, but this looks like a bug: when you are in "construction mode" and press any speed, the selected building is placed on the ground under the interface.
And there's also a lack of settings in the game itself, not just at the beginning. It's so weird not having them, lol
I'm so glad to see the game in Godot and with top-notch animations! My dream is to make a project like this…
Short answer to your question - this was a pretty quick project so it is rough around the edges :)
The main intent was to show some of the architecture behind how a city builder might work in Godot
I have no idea how I ended up here but I love to see Godot games! Vertex animated textures are something I've been looking into. I've noticed my games performance drops significantly when there are too many skeletal animated enemies on screen.

Here's w hat my zombie 'town' ended up looking like lol. Also why do some zombies run off into the sunset?
Yeah so in this game there are no skeletons whatsoever! I imagine performance should be pretty snappy. I'll have some YouTube videos up soon explaining exactly how I pulled up VAT - it's not too hard, and super powerful - because aside from instancing, and doing stuff like this, you can also bake out animations from Houdini or Blender.
I'm 99% sure it happens if you alt-tab away from the browser, or if you lose focus on the game window. Maybe I should try to detect that and pause the game simulation. Basically if the game hitches, the simulation logic gets messed up, and the zombies keep moving in a straight line on whatever their vector is.
It doesn't actually happen on the desktop build, so it's probably some WebGL things. The game isn't throwing any errors or warnings, and no run-time crashing, so I genuinely don't know.
Thanks for playing!