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Metropolis 1998 lets you design every building in an isometric, pixel-art city (2024)

https://arstechnica.com/gaming/2024/08/metropolis-1998-lets-you-design-every-building-in-an-isometric-pixel-art-city/
47•YesBox•1h ago

Comments

glenstein•1h ago
Love to see it! I think it's terribly unfortunate that we've left the isometric art style of the 90s behind. I'm sure this has been written about and thought about in deeper ways in different spaces, but there has to be more than mere nostalgia to the idea that the art and feel of everything from SimCity, to Age of Empires, to cRPGs had some specific affirmative artistic and aesthetic values that mattered in their own right and were not just a matter of being the best we could do in a given era.
mikepurvis•1h ago
Weren't some of those pre-rendered sprite sheets? Thinking especially of cRPGs and stuff like Diablo 1/2. Not to take away from either direction, or maybe even to say that there's a whole separate era and "look" in there that was post pixel art but before realtime 3D.
xethos•1h ago
Was a little thrown reading

> You’re putting your time in now, so you’ll be ready to start fresh when the game releases into early access (“ETA sometime between Q4 2024 and Q2 2025”).

'till I went back and looked at the publish date for the article. Might be worth appending a [2024] to the title.

Looks like lots of fun though, mellow and very zen. Suspect it's just the right time to learn about it too, with the release date considered and the amount of polish that implies.

cultofmetatron•1h ago
love the art style. if they support mac, I'll happily purchase a copy.
gaws•45m ago
The Steam page shows the game will only be available for Windows.
YesBox•32m ago
I'll be looking into porting after launching
SirFatty•54m ago
in development since 2021, and in pre-alpha? So a release date in 2030?
PedroBatista•28m ago
Are you an investor? did you pre-ordered? Are you his mom?
selimthegrim•2m ago
I guess we are getting to the age of moms with Steam accounts.
squirrel•46m ago
Roadmap [1] last updated in June 2025, so a reasonable chance that the project is alive. Though the status colours indicate there's a good percentage of development left to do even before early access.

[1] https://yesboxstudios.com/roadmap/

YesBox•27m ago
Very much alive! (I'm the dev).

The roadmap has both early access and 1.0 goals. I just wrapped up terrain generation/modification, so all that's left is to add in the municipal services, funds, and prob. street parking. Then wrap up the overlays.

YesBox•46m ago
Hey HN!

I'm the developer of Metropolis 1998. Unfortunately the launch date in the article has come and passed, but that's how things are in game development world. :D

Some tech talk:

- Custom engine (C++) using SFML for the graphics framework, and SQLite for database/data oriented design

- True isometric engine. No 3D models, everything you see is hand drawn sprites (made to look like a 3D render ha)

- Since sorting sprites is O(N^2), I figured out a way to create a depth map for each sprite to depth sort on the GPU

- Tons of work went into the pathing code to make it efficient, since this is the traditional bottleneck in these types of games. The game can handle around 100K units and vehicles moving around (on one CPU core)

- The team is just me and a couple part time contractors for the art and buildings.

- Most recent update (some cool skyscraper construction): https://x.com/YesboxStudios/status/1978928991663776224

- Fun fact: the entire game is currently 27 MB.

- Steam: https://store.steampowered.com/app/2287430/Metropolis_1998/

YesBox•32m ago
If you dont have twitter: https://old.reddit.com/r/Archapolis/comments/1o91vme/added_h...
doctorpangloss•23m ago
Have you investigated Unity’s “HPC#”? This is how you can write C++ in it. If you don’t even want to deal with ECS/DOTS.
lo_zamoyski•21m ago
I noticed this bit in the article...

"Screenshots suggest cities more complex than suburban plots are possible in Metropolis 1998."

Which sounds good, but naturally, all such simulators bake in assumptions about what good urban planning is. These are the kinds that get rewarded by the simulator. SimCity bakes in the awful postwar fetish for suburban sprawl and rigid zoning, for example. Perhaps it isn't always done explicitly - game developers could very well be absorbing prevailing sensibilities and expectations about urban planning unwittingly, for example. Most people today think suburban sprawl is just a fact. They even find it desirable, as that is what they are expected to want or what they grew up with themselves.

What I would like to see is a simulator based on traditional principles of urban planning or the 15 minute neighborhood or whatever. This could have the benefit of stirring the imagination of future urban planners to look beyond broken postwar patterns.

(Side note: the Venice Biennale this year features more examples of sustainable architecture and green adaptations of existing buildings, which is a welcome change compared to the usual practice of the weird architecture Olympics where vain architects compete to maximize how bizarre they can make a building, which is not to say beautiful or useful.)

kkukshtel•12m ago
From one hand-pixeled isometric dev (https://store.steampowered.com/app/690370/Cantata/) to another, congrats!

People really discount the complexity of doing isometric — it's a surprisingly nuanced thing to implement, especially if you want inner-tile sorting/depth, tiles that occlude others, etc.

For sorting for me I ended up using geometry shaders with fixed layers to basically emit objects on top of each other and render everything in one pass. It makes things like the editor and runtime incredible fast, which looks like you did as well! Happy to see more games with this style, I think the look is unbeatable.

noxa•31m ago
As an old school TT/TTD fan this gives me so many good vibes :) Been fun watching the progress and I do recommend people check out the demos on Steam if you just want to have a good nostalgia break even if the game isn't fully there yet.

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