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Gangsters: Organized Crime remake

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,184
Location
Searching for my kidnapped sister
Quilty : a suggestion for your design.

Do street roads need to be so straight? If they are curving, twisting, do they affect performance to the point of CTD?

Because unless it heavily affect performance, I would suggest twisty, curving roads. That make for unpredictable movement. Some hood look like getting caught by other gangs or polices but suddenly thanks to a curve he can take some more distance and get in safety. Make for some hair-raising experience during sessions. Good to create tensions for players.

On an visual artstyle aspect, that make for more natural cityscape. Blocks like yours current use look very unnatural, like a Soviet city.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,377
Quilty : a suggestion for your design.

Do street roads need to be so straight? If they are curving, twisting, do they affect performance to the point of CTD?

Because unless it heavily affect performance, I would suggest twisty, curving roads. That make for unpredictable movement. Some hood look like getting caught by other gangs or polices but suddenly thanks to a curve he can take some more distance and get in safety. Make for some hair-raising experience during sessions. Good to create tensions for players.

On an visual artstyle aspect, that make for more natural cityscape. Blocks like yours current use look very unnatural, like a Soviet city.

I agree that there is plenty of room to introduce visual interest. More natural, twisty roads is something I would like to achieve (it was one of the things I thought City of Gangsters did well). The blocks are indeed very Soviet, although that was how the original did it and I liked it there. I will definitely work on city generation further. Thanks for the input!
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,377
How's the project coming, what part are you working on at the moment?

Hey, thanks for the interest. Recently I've been working on a lot of bug-fixing, a little bit of refactoring, and finally getting to grips with the territory outline system. I've been trying to replicate the original's approach, which, although visually confusing when several gangster territories overlap, still seems like the most straightforward way of showing territory. Below you'll find a couple of examples. There are still a few bugs to iron out, but this is what it currently looks like.

You'll notice I'm still using the old straight roads/grid approach to generating a city, but adding more visual interest and, hopefully, diagonal streets, is something I want to tackle next.



 
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Quilty

Magister
Joined
Apr 11, 2008
Messages
2,377
Just saw this now. I really did enjoy the original.

I think there was a Gangsters 1 and 2 right?

Yes, although I don't think I played the sequel very much. It seemed to be a departure from the original in many ways.
 

Ignis231

Barely Literate
Joined
Apr 4, 2024
Messages
3
How's the project coming, what part are you working on at the moment?

Hey, thanks for the interest. Recently I've been working on a lot of bug-fixing, a little bit of refactoring, and finally getting to grips with the territory outline system. I've been trying to replicate the original's approach, which, although visually confusing when several gangster territories overlap, still seems like the most straightforward way of showing territory. Below you'll find a couple of examples. There are still a few bugs to iron out, but this is what it currently looks like.

You'll notice I'm still using the old straight roads/grid approach to generating a city, but adding more visual interest and, hopefully, diagonal streets, is something I want to tackle next.



Some improvements to the design so it's not quite so block generated might be good. Don't bite off too much though if it gives problems.

Think about how much you want to deviate from original, I think a big part of interest in this will be nostalgia. (IMAO)
None of the other gangsters/mafia games have recaptured the strategy element of the original well.
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,377
vibe check on status.

I've been working a lot on the UI recently (although there are still noticeable bugs) and hooking it up to the various mechanics in the project. I've also decided to switch to a more organic looking city layout, still generated procedurally. Below you can see the city with and without the territory outline activated:




 
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n0wh3r3

Educated
Joined
May 7, 2023
Messages
273
I'll make sure to play this pirated to get in the mood.
 

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