Roadmap Last updated: January 5, 2019
Current Game Version: 0.0.21.53335PA
DEVELOPMENT > EARLY ACCESS > RETAIL RELEASE > POST RELEASE
Target Game Version for Early Access 0.1.0
Estimated Date for Early Access: September 2019
Content will continue to be added to the game during all phases including after release
The below table contains a list of systems and functionality that will be included in Metropolisim. Depending on the current “% complete” status each item may already be fully implemented, partially implemented, or planned to be implemented some time during the Early Access timeline or beyond.
Looking at the “planned version” number is the best way to tell when the feature is planned to be implemented. Here is a convenient key for you to get a better idea of what to expect:
Version 0.1.0 is Early Access Launch
Versions 0.2.0 – 0.9.0 are updates that will be released throughout Early Access
Version 1.0.0 includes updates that will be part of the retail release of the game
Versions 1.0.0+ include content that will be come post-retail-release content
|GAMEPLAY SYSTEMS||PERCENT COMPLETE||PLANNED VERSION
Random events that occur giving the player opportunity to make decisions and unprecedented control over their city. Can be related to areas including city finances, social responsibility, culture, and may directly impact citizen happiness.
|CITY ORDINANCES||25%||0.1.0||Allows Mayor to set policies that affect the city across a spectrum of areas such as budget, finances, demand, taxation, traffic, citizen happiness, utility usage, and much more.|
|REWARDS||0%||0.1.0||Items such as buildings, financial bonuses, or other rewards that are granted for completing activities within the city and reaching certain mayor rating milestones.|
|UNLOCKS||35%||0.1.0||New buildings and zone types granted as the city grows. Granted by things like overall citizen happiness measurement, mayor rating, population, city treasury levels, and more.|
|FOCUSES||10%||0.1.0||A focus allows the player to choose where to specialize their city and work towards reaching major milestones which grant large bonuses and rewards and add new and exciting gameplay elements to the city-building genre.
|POLITICS||0%||0.7.0||Adds additional challenge to the game by requiring player to acquire political goodwill prior to making sweeping changes to their city. Adds ability to run costly political campaigns to persuade citizens to vote for changes to the city. Adds things like ballot measures that will be voted on by citizens.|
||PERCENT COMPLETE||PLANNED VERSION
Store all relevant data to support simulation and all implemented systems. This includes citizen, financial, transportation, traffic, construction, zoning, etc.
|TERRAIN & MAP
System to handle the map the game is played on. Maps come in different sizes. Right now all maps that are working in-game are premade. The largest map is 1600×1200 tiles which is equal to 1,920,000 total tiles. To put this in perspective — the largest map in Sim City 4 was 65,536 tiles in size. This means Metropolisim’s large map is 30 times larger than the largest map in Sim City 4.
Maps contain terrain with varying height elements including hills and mountains as well as things like rivers and oceans. Tiles containing hills and mountains are not eligible to construct or zone on, but they can have utilities like water or sewer lines run through them. Future planned updates include the ability for the player to modify terrain either prior to game start or during runtime. This is still being researched and there is no ETA at this time. See the items for “map customization” in this roadmap for more information.
|TERRAIN & MAP
||0.8.0 – 1.0.0+
Generate random terrain maps. Populate with trees, logic to determine which tiles are buildable. This is a future planned enhancement with no ETA at this time.
|TERRAIN & MAP
||0.8.0 – 1.0.0+
Allow player to customize map either prior to game start or during runtime. This would include things like modifying terrain by raising it up/down, removing mountains to make areas buildable or zoneable, adding rivers and oceans, etc. This is a future planned enhancement with no ETA at this time.
||0.5.0 – 1.0.0+
Implement day/night cycle. Requires further structure changes to lighting and models. This is a future planned enhancement with no ETA at this time.
|SAVE/LOAD SYSTEM||100%||0.1.0||Allows player to save and load a game/city to play at a later time.
||Allow players and community to create custom building .obj models and set properties necessary to support city simulation.
||Initial menu at game start. Allows player to create a new game, load saved game, import mods, remove mods, change graphics settings, adjust volume settings, etc.|
||Options for players within game for things like exiting the game, starting a new game, adjusting graphics or sound options, etc.|
||System to deliver critical data and information to player via UI panel.|
|CITIZEN SYSTEMS||PERCENT COMPLETE
||Manages the birth of new residents (children) into families. Setting up their initial data including traits and desires, maximum education achievable, and so on.|
||0.1.0||This is responsible for linking family members together within the game world.|
|NEW RESIDENT||30%||0.1.0||Citizens who move into the city (aka not born as new children residents). Handles their initial data configuration and traits, employment, education, etc.|
|DEATH||5%||0.1.0||Self explanatory. Citizens can’t live forever.|
|HEALTH||15%||0.1.0||Citizen health is an important factor in their overall happiness and can impact them in many ways and result in them being satisfied or unsatisfied with their life in your city.|
|EDUCATION||15%||0.1.0||Citizen education is the backbone and core of advancing your city. Being able to bring in new companies and job opportunities depends on having an educated workforce. Each citizen has a education life-cycle where they start out uneducated and will require you to create adequate systems to educate them over the course of their life. If you miss out on those opportunities it can severely limit the growth of your city.|
|HAPPINESS||15%||0.1.0||Happiness for each citizen is based on many factors including education, health, happiness, commute time, traffic noise, income, length of employment, cultural rating of their residence, cultural opportunities within the city, city prestige, mayor rating, and much more.|
||PERCENT COMPLETE||PLANNED VERSION
||Facilitates construction of city-owned buildings including police, fire, sanitation, courts, city offices & city satellite offices, rewards, unlocks, and focus buildings.|
||0.1.0||Allows player to designate areas within the city for certain zone types including residential, commercial office, commercial retail services, industry, manufacturing, technology, etc.|
|BUILDING STAGES & STATUSES
||0.1.0||Buildings stages & statuses are the tiers that buildings progress through which ultimately determine when they grow into the next stage of building. Buildings will start out at the first stage for the wealth level they grow in. As they progress via land-value increases or other factors they will be able to grow into different tiers which opens up the possibility for new businesses to occupy the land and construct a replacement building on that tile.
||0.1.0||Lets the player zone modular zone types which are large areas that are able to be customized and tailored by the player or allow procedural generation of building placement. Includes things like multi-family residential apartment complexes, airports, prisons, and army bases.|
||Improve modular zoning and add additional modular zone types.
|DEMAND CALCULATION||50%||0.1.0||Logic to control the demand for different zone types within the city.|
||10%||0.1.0||Culture impacts citizen happiness and land value and is required to be at optimal levels to bring in and keep educated citizens. It is improved by constructing things like parks, museums, universities, and so on.
|LAND VALUE CALCULATION
||30%||0.1.0||Land value affects the level at which you are able to collect your tax revenue and is responsible for determining what types of zones can be constructed on a parcel of land as well as what type of citizens or businesses will occupy that land. This system is responsible for the simulation and calculation of land value for all tiles within the city. It takes over 50 factors to calculate a final land value.
||0.1.0||Abandonment occurs when citizens and businesses reach a threshold level of unhappiness with the city based on things like commute time, traffic noise, lack of customers, lack of employment, no educational opportunities, no health coverage, high crime, and so on. This handles the simulation of abandonment for all zone types.
|POLICE/CRIME||15%||0.1.0||Responsible for the simulation of police activity including police patrols, police effectiveness, staffing via hiring/firing of officers, calculating police expenses, and applying modifiers to citizens based on crime levels in their neighborhoods.|
|COURTS||0%||0.1.0||Courts are required to prosecute crimes and ensure criminals are imprisoned, as well as process tickets issued by the city police department. Each police station must be linked to a court within a certain distance of that station in order for revenue to be generated from things like speeding and other traffic tickets. This system handles the simulation of the courts systems.
|FIRE||5%||0.1.0||All buildings in the city have a fire rating which is based on their proximity to a fire station, as well as access to public utilities like water to be able to extinguish fires. Fires can occur at any time and this system is responsible for alerting the Mayor and assisting them in dispatching appropriate first responders to extinguish the blaze.|
|EDUCATION||20%||0.1.0||Education is the backbone of the city. An educated workforce is required for a city to grow. This system handles the simulation elements of the education and school systems. Things like applying education modifiers to citizens who live near each school, charging expenses to the city budget for school building and teacher/staff costs, and allowing the player to customize the education settings within their cities.|
|HEALTH||10%||0.1.0||Citizen & overall city health impact happiness, mayor rating, and is required to be at an adequate level for city growth and progression. This system handles the simulation of health elements|
|SANITATION (GARBAGE & RECYCLING)
||10%||0.1.0||All buildings produce trash and recycling. It is the responsibility of the Mayor to ensure there is adequate facilities and services set up to remove trash from buildings on a regular basis. If trash is allowed to pile up on tiles it will cause citizen and business unhappiness which will eventually lead to citizens and businesses leaving the city causing abandonment.|
|COMMON AREA MAINTENANCE||0%||0.1.0||All city-maintained common and public areas in the city (roads, sidewalks, parks, bus stations, train stations) have a monthly upkeep cost associated with them. This system manages that expense.|
|CITY-OWNED BUILDING MAINTENANCE||0%||0.1.0||Each city-owned building (courts, police stations, fire stations, city offices, etc.) has a monthly maintenance upkeep cost. This system manages the application of that expense as well as deterioration of the buildings themselves. As buildings age they begin to cost more to maintain. It is up to each Mayor to decide when it makes more sense to demolish and reconstruct a building vs. continuing to pay increasing maintenance costs.|
|DEATH MANAGEMENT||0%||0.1.0||Bodies of deceased citizens are required to be removed from the location where they expired. This is handled in part by the health simulation functions but there are also separate elements that exist here that maintain the coroners office duties. This includes things like physically transporting and disposing of the remains.|
Utilities are a critical element to keeping a city functioning and although there are over 15 systems that work in conjunction to simulate city utilities I opted to include them as one line item here. Utilities are categorized into things like water, power, sewage, internet, and cellular service.
Each utility has different levels of importance and will have an impact on what types of citizens move into different neighborhoods in your city. For example, only power is necessary to serve neighborhoods filled primarily with uneducated workers. However, if you want highly educated citizens to live on a tile they will require all of the above including access to high-speed internet and cell service for their mobile phones.
|FINANCE-TAXATION||50%||0.1.0||Incredibly boring financial system relegated to simply calculating and processing tax revenue owed the city based on a number of factors about each type of building including residential, business, industry, etc.|
|TRAFFIC SYSTEMS||PERCENT COMPLETE||PLANNED VERSION
|VEHICLE MOVEMENT & PATHFINDING
|PEDESTRIAN MOVEMENT & PATHFINDING
|90%||0.1.0||System to handle creation of bus routes and citizen usage of buses as a public transportation option. Each citizen who’s origin and destination is within X tiles of a bus stop will be able to use buses. Citizens will change buses (route change) a maximum of up to 2 times per trip to reach their destination. If there are no eligible bus stops near both the citizen’s origin position and destination position they will be unable to use public transport. Additionally, if there are no connecting bus stops to other routes within walking distance from a stop on an existing route the citizen will not be able to reach their destination and won’t be able to use buses. Player will be able to click any citizen in the game and see the route they are currently on. If they are using public transportation this will include information about the bus routes they are using. Player will also have details about current route usage, individual bus usage, and costs associated with upkeep of the bus network.|
||Add Passenger Trains as a Public Transportation option|
||0.7.0 – 1.2.0 TBD
||Add Subways as a Public Transportation option|
||PERCENT COMPLETE||PLANNED VERSION
|UI – PUBLIC TRANSPORT||60%||0.1.0
||Interfaces to facilitate delivery of data and information and allow interactivity to create things like bus routes, place bus stations, view public transport routes, view data about public transport routes. This is mostly done through the Public Transport panel.|
|UI – CITIZEN||50%||0.1.0||Interfaces required to present data and information about individual citizens within the city. This is mostly done through the Citizen panel when a citizen is clicked on.|
|UI – MAP DATA OVERLAYS||0%||0.1.0||Data overlays to communicate information to player via the main-game grid map. Will represent data such as crime, land value, citizen happiness, education, etc. by tile.|
|MINI MAP||5%||0.1.0||Interface to show entire city view and allow player to navigate between areas within the city by clicking on the map.|
|UI – FINANCE & TAXATION||0%||0.1.0||Interface to allow player to manage, oversee, and make changes to core city financial data including things like city revenue, expenses, taxation, budget, etc.|
|UI – GRAPHS AND GRIDS||0%||0.1.0|