IsoTower Progress
I’ve been working on IsoTower (the current title for the isometric Sim Tower remake) for a few days now, and figured it’d be good to post about what I’ve been doing. Nothing that’s worthy of screenshots just yet, mostly a lot of smaller behind the scenes things, and stuff that’s based on getting the core engine done. I did implement shadows, which makes things like sky bridges actually look a bit more 3d, instead of the mostly flat layout earlier. The other major visible changes include a morning/day/evening/night system and a clock, though both are fairly simplistic right now.
In terms of things related to behind the scenes stuff, I’ve mostly been ripping out old code from Sim Mine and redoing some of the GUI system so it’s a bit more flexible. There’s still a lot left to work on in both of those elements, so it’ll be an ongoing project until I’m done. I’ve also been working on code to allow for a flexible room plugin system. Mostly likely, plugins will require an XML file and graphic file for the actual room graphics. I want the game to be flexible, and be able to load different room sets based on a settings file, most likely something similar to how OpenTTD works. It’s in the early stages right now, though.
I’ve been thinking about how the interface itself will function, as well. I will likely use category buttons along the top which will contain drop down menus with the actual build buttons in them, similar to Sim City 3000 and Sim City 4’s construction menu, combined with Rollarcoaster Tycoon’s icon menu along the top. I’m hoping this will be effective, but the only way to find out is to try it. I might look into making the interface configurable, but that will likely come at a later date than initial releases. The biggest stumbling block though is getting an interface for elevators. In the original, it was easy to expand (and shrink) the elevator shaft up or down a floor or three. Yes, you had to choose a specific tool to do it, but it was still pretty simple. With an isometric view, there’s a problem, since you can’t really see what’s happening with an elevator, nor can you easily raise an elevator up a floor when you have to view the building in slices, instead of the whole thing from the side. If anyone has ideas or comments for how to implement the elevator interface, I’d love to hear them.

