Inspiration

Our CityBuilder project was inspired by classic city-building games like SimCity and Cities: Skylines. We wanted to create a game where players can build their own city, manage resources, and keep the city running smoothly.

What it does

CityBuilder allows players to construct and manage a city. Players place buildings, manage resources (like water, electricity, and money), and make sure their citizens are happy. The game features a grid-based system for placing buildings and managing the city’s growth.

How we built it

We used Unity to build the game, with a grid-based system for the city layout. The game logic was written in C# to handle resources, city growth, and events like city upgrades. The user interface was built using Unity's Canvas system to help the player manage their city effectively.

Challenges we ran into

Performance issues: As the city grows, more objects are added, which caused performance slowdowns. We optimized the game to make sure it runs smoothly even with a large city.

User Interface: Making the interface simple yet informative was challenging. We had to keep the design clear without overwhelming the player with too much information.

Accomplishments that we're proud of

Dynamic city growth: The game adjusts based on player decisions, so no two cities are the same.

Optimized performance: The game runs smoothly even with lots of objects, thanks to optimizations like object pooling.

What we learned

Iterating is important: Balancing gameplay and improving the interface took a lot of testing and changing things over time.

What's next for CityBuilder

More features: We plan to add more building types and challenges, like disasters or advanced transportation.

Better AI: We want to make the city feel more alive by improving how the citizens and traffic behave.

Better AR Implementation: We couldn't accurately add the Android APK and therefore could not fully implement AR features.

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