| _______________ | 61 | | EA Mobile to release SimCity Deluxe on mobile devices ? 3 screens | | EA is not only working on updating SimCity for the iPhone, but they are also updating the game for mobile devices!* EA Mobile posted 3 screens on their *Facebook page* (http://www.facebook.com/album.php?aid=169212&id=46940027345) showing of SimCity Deluxe for mobile phones.* At this time, not sure which phones they apply to…many are hoping it’ll be released for the Android so hopefully that is the case.
Image: http://farm5.static.flickr.com/4016/4546620845_418d46bef4_o.jpg Image: http://farm5.static.flickr.com/4017/4546620803_2ea9725c89_o.jpg Image: http://farm5.static.flickr.com/4012/4546620765_38b1a64462_o.jpg | | Fri, 23 April 2010, 21:41 | |
| _______________ | 62 | | Blackberry Sim City Metropolis | | I am having problems when I use the game on my Blackberry because when I push the trackball to begin to build a building I get a red block but it does not act as if it is begining the "building process." Is there another key to press to construct buidings on a Blackberry? :dead::cry: | | Fri, 23 April 2010, 14:08 | |
| _______________ | 63 | | [TheSims2.com] Sim Fashionista Magazine | | A group of talented creators in The Sims 3 community have gathered together to create *SF Magazine* - a fashion magazine full of amazing photo spreads of Sims strutting in the latest fashions for spring!
:: Read the magazine (http://forum.thesims3.com/jforum/posts/list/190767.page)
More... (http://forum.thesims3.com/jforum/posts/list/190767.page) | | Tue, 20 April 2010, 15:11 | |
| _______________ | 64 | | Ocean Quigley's Project Blog ? Simcity 4 mockups of change | | Once again *InfiniteSims (http://news.infinitesims.com/638/ocean-quigley-simcity-4-mockups-of-change/)* has picked up on the *latest post (http://oceanquigley.blogspot.com/2010/04/simcity-4-mockups-of-change.html)* from Ocean Quigley (former EA employee) in which he describes the different*mock-ups*he used making SimCity 4 in different times of the day:
Here are a couple of design mockups I did while art-directing SimCity 4, both showing how buildings change over time.
This one shows the arc of a building's construction, development and ultimately decay and abandonment. In SimCity, the buildings are your window onto the state of the simulation, so they needed to represent all of these states, which cumulatively tell you how well your city is doing.
And this one simply shows how buildings change over the course of a day, as their lights go off and on and the sun goes up and down. It's the animation-test version of*this design (http://oceanquigley.blogspot.com/2010/04/lighting-buildings-in-simcity4.html)
These posts bring up the question of why EA fired this guy in the first place. Perhaps he was just too good or perhaps he was suggesting EA should be nicer to their*customers? | | Mon, 19 April 2010, 5:37 | |
| _______________ | 65 | | SimCity 3000 ? Magnasanti ? 6 million residence | | This is very impressive.* It appears that TheImperar is truly dedicated to SimCity 3000, as they have spent 3 years planning, drafting and finally designing a city to house 6 million residents.* The video doesn’t show you much but it does show off the process of how it was built. | | Fri, 16 April 2010, 22:40 | |
| _______________ | 66 | | Classic interview with Will Wright from “The Official SimCity 2000 Planning Commissio | | I’ve been meaning to do this for some time, but the opportunity never made itself available.* Luckily, I have a few moments of free time to snap some pics (sorry, don’t have access to a scanner at the moment) of a classic interview with Will Wright from *The Official SimCity 2000 Planning Commission Handbook*.* Considering this book is ages and cannot be purchased at stores anymore, I’d figure there would be no harm in taking shots of the pages from Will’s interview.
Image: http://farm3.static.flickr.com/2746/4516901634_58f29fcf60.jpg
The following took place back in 1994 with the author of the book, Johnny L. Wilson:
Image: http://farm3.static.flickr.com/2714/4516260787_f13d094544_m.jpg (http://www.flickr.com/photos/simprograms/4516260787/sizes/o/) Image: http://farm3.static.flickr.com/2679/4516897398_e54548599f_m.jpg (http://www.flickr.com/photos/simprograms/4516897398/sizes/o/) Image: http://farm5.static.flickr.com/4012/4516263447_0c9be80444_m.jpg (http://www.flickr.com/photos/simprograms/4516263447/sizes/o/) Image: http://farm5.static.flickr.com/4001/4516898034_d53b6456e6_m.jpg (http://www.flickr.com/photos/simprograms/4516898034/sizes/o/) Image: http://farm5.static.flickr.com/4033/4516262799_65866109e1_m.jpg (http://www.flickr.com/photos/simprograms/4516262799/sizes/o/) Image: http://farm5.static.flickr.com/4011/4516900974_cfd47aed5b_m.jpg (http://www.flickr.com/photos/simprograms/4516900974/sizes/o/) Image: http://farm5.static.flickr.com/4016/4516900094_3835c3352c_m.jpg (http://www.flickr.com/photos/simprograms/4516900094/sizes/o/) Image: http://farm3.static.flickr.com/2691/4516896228_d4402d0119_m.jpg (http://www.flickr.com/photos/simprograms/4516896228/sizes/o/)
There are more to come, I’ve got quite a few books to go thru! | | Mon, 12 April 2010, 22:00 | |
| _______________ | 67 | | Ocean Quigley's Projects: SimCity 3000 boxart | | Nothing too exciting, but Ocean Quigley – former EA worker, posted *some information* (http://oceanquigley.blogspot.com/2010/04/simcity-3000-box.html) about the boxart design he created for SimCity 3000.* The image he provides makes for an excellent wallpaper!
This was the interior box-art for SimCity 3000. We way overbuilt that geometry for how large it would ever appear in game, so it held up to print resolution just fine.
I’m particularly proud of the launch arco on the left; it’s a little white suburban house complete with a picket fence and a tricycle in the yard, all enclosed in Buck Rogers style rocket ship.
Oh, and the Battersea power plant from Animals came out nicely too.
Image: http://farm5.static.flickr.com/4070/4512992512_cbb80f79d3.jpg (http://www.flickr.com/photos/simprograms/4512992512/sizes/o/) | | Sun, 11 April 2010, 19:30 | |
| _______________ | 68 | | SimCity Metropolis for Blackberry devices now available | | While it has already been out on some phones for quite awhile SimCity Metropolis has just been ported to Blackberry devices.* If you have $6.99 it can be yours by purchasing it at *Bplay (http://www.bplay.com/item/SimCityMetropolisEA)*.
Image: http://farm3.static.flickr.com/2685/4260653517_dde7b02178_o.jpg
In SimCity Metropolis for BlackBerry, the premise is pretty much standard. Hand-picked by the President, it's your job to construct and build a new town into a prospering city. Progress through the game by solving humorous scenarios? Solve the scenario, and expand the city. Simple. Zone residential, commercial and industrial zones, build streets, supply adequate power and more. Keep residents happy with amenities, resources and entertainment? and don't forget to run a balanced budget! If you've played any SimCity game before, you know the deal!
Source:* *IntoMobile* (http://www.intomobile.com/2010/04/09/simcity-metropolis-arrives-for-blackberry.html) via *InfiniteSims* (http://news.infinitesims.com/365/simcity-metropolis-available-for-blackberry/) | | Sun, 11 April 2010, 19:30 | |
| _______________ | 69 | | [TheSims2.com] Community Spotlight Interview: Pyronium3 | | Check out our latest Community Spotlight Interview with one of the top machinima artists - *Pyronium3*! Read about his inspirations and creative process.
:: Read the interview (http://www.thesims3.com/community_spotlight_Pyronium3)
More... (http://www.thesims3.com/community_spotlight_Pyronium3) | | Thu, 8 April 2010, 17:10 | |
| _______________ | 70 | | WolfFire Blog ? Will Wright at Berkley | | Will Wright has been on a traveling frenzy, attending a number of speaking engagements and presentations.* The other day he appeared in Berkley to speak to a handful of people about his career and to answer questions.* One guy – John – wrote about his time spent at the presentation:
Image: http://farm5.static.flickr.com/4064/4502876026_37eb76fbdd.jpg
Contrary to the mainstream industry at the time, Wright decided to build SimCity for Mac. He largely attributes SimCity’s appearance in Time Magazine (the magazine’s first game review) to the fact that the editor was a Mac user, and SimCity was one of very few Mac games.
Wright only sold 20,000 Commodore 64 copies of SimCity (in a market of 17 million C64’s), but the console version in Japan alone (a smaller market) sold a million copies. Wright attributes this to the fact that it was not really possible to pirate the physical console cartridges, while casual piracy was rampant on the C64.
*continue on reading (http://blog.wolfire.com/2010/04/The-Wright-Stuff)
* | | Thu, 8 April 2010, 9:10 | |
| _______________ | 71 | | Ocean Quigley's project blog ? lighting buildings in SimCity 4 | | *InfiniteSims* (http://news.infinitesims.com/289/ocean-quigley-simcity-4-lighting.html) found a new entry over at *Ocean Quigley’s Project Blog* (http://oceanquigley.blogspot.com/2010/04/lighting-buildings-in-simcity4.html) (former EA worker) sharing insight on how they came up with their lighting technique for the buildings during the night.* Very interesting!
SimCity 4 was really a giant compositing engine.
Visually, the city was a collection of sprites all layered and blended on top of each other. As the view panned around, a strip of new stuff was exposed and added to the existing image.
It was kind of like an elaborate, automatic matte painting. Like a matte painting, we used 3D geometry to help with sorting and overlaps, so that realtime elements (like cars and people) could be composited in.
So the natural way to represent night was by layering additional sprites on top of the existing scene. Here was my design proposal for night lighting, one that we wound up more-or-less implementing.
Let’s say that we start out with a building like this, and want to make a nighttime version of it
Image: http://farm3.static.flickr.com/2690/4501656474_b9c3383ae4_o.jpg
First, we automatically make a mask for the the windows by assigning them all a particular material so that they’ll render into a separate buffer. We did that was in our pipeline, using 3DStudio Max.
Image: http://farm5.static.flickr.com/4023/4501022595_98a7163570_o.jpg
Then we get an artist to light the building, by placing point and spot-lights in the appropriate places. Charlie Aquilina lit most of the buildings we shipped with.
Now the building had to be rendered twice in our pipeline, once with normal daylight lighting, and once to capture the artist-placed lighting.
Image: http://farm5.static.flickr.com/4023/4501022633_73309fbffd_o.jpg
Then when night comes in the game view, we tint the whole scene blue. We could even animate transitions, if performance allows.
Image: http://farm5.static.flickr.com/4038/4501022641_f8e8d372fc_o.jpg
And to show that the building is inhabited (and that the power is turned on) we just add the window lights and the hand placed lighting over the building sprite.
I tried to break the windows into sections, so that they could be turned off and on in groups (showing how full a building was), but we didn’t have enough memory (or disk space!) for the additional window masks. Those big sprites wound up taking a lot of disk space.
Image: http://farm5.static.flickr.com/4071/4501022663_d57fdcd600_o.jpg
Other elements, like streetlights and headlights were nothing but additive textures on quads, placed appropriately. Give how simple the system was, night came out quite nicely. | | Wed, 7 April 2010, 20:21 | |
| _______________ | 72 | | The Sims 2 Lot Builder Interview with creator ehaughtt58 | | Wow…talk about taking their sweet time!* The Sims 2 team interviewed well-known lot builder Ehaughtt58 back in 2008 and they are now finally getting around to *publishing it* (http://bbs.thesims2.ea.com/community/bbs/messages.php?threadID=69b57383ac512bead9ce2283ff81e3e9&directoryID=2&startRow=1&openItemID=item.2,item.43,item.61,item.104,item.127).* I know I often use the expression ‘better late than never’…but sometimes if it is something this late…eh may want to pass on it all together.* Regardless, those who admire Ehaught’s work will find it useful.
Image: http://thesims2.ea.com/sims2_exchange/lot/42/794842/lot.jpg Top builder, ehaught58 has over 200 lots on the Exchange! From cabins, hotels, parks, and landmarks, this versatile builder has been featured many times. You’ve probably downloaded his lots for your game!
Congratulations on having over 200 Exchange uploads, ehaught58! We’re really excited that you’re taking part in the fan interview. Without further ado, let’s get to the questions:
*How long have you been playing the Sims?*
I have been a Sims fanatic since its inception. I started with the Sims 1 base game and have purchased and played every expansion pack and stuff pack to date up through the Sims 2, and soon to be Sims 3.
*What got you into creating lots for the Exchange?*
I have always had a fascination with architecture, and the Sims really let me stretch my imagination with building. I always wished I could share my creations with the community but was inhibited by the upload process before the Sims 2 and the Exchange came along. Once it was made easy, it just took off!
*What was the first lot you built like?*
With the Sims 1, it was a sprawling mansion! LOL! I hadn’t learned any cheat codes yet and was playing it straight, so I slowly added on, and on, and on – you get the picture! Finally, I learned that blessed word “rosebud”! It changed my entire outlook on the game and opened up a whole new world of gaming to me. With the Sims 2, I did a lot of experimenting for about the first 3 weeks, and then I built something I always wanted to build in the Sims 1- a football stadium (my first upload.)
*Where do you get your ideas/inspirations for building your lots?*
Most of my ideas come from actual buildings and houses I have seen throughout my life. But there are quite a few lots that I have done that I have no idea what inspired them. They just kind of fell together as I experimented with the building tools.
*What kind of building routine do you follow, if any? Do you draw it out on paper first? Or do you just wing it?*
With over 200 lots uploaded to the Exchange, it would be hard for me to pinpoint one routine that I would follow. The only way I can explain how I build my lots is that I have a general idea that I lay out first, and then I kind of mold it like clay. I experiment with cheats and new objects, and sometimes, that determines how I finish the lot.
Image: http://thesims2.ea.com/sims2_exchange/lot/10/806210/lot.jpg *What is your most favorite building feature in build mode? Terrain? Roofs? Multistory?*
Compared to the Sims 1, there are too many features to mention! But, if I had to name one, I would say the multistory feature was my first favorite building feature.
*What was the most challenging lot you’ve built?*
Wow! That is a hard question to answer. I have lost so many lots learning how to use the cheat codes, it would make you cry! LOL! I guess most every lot that I built was somewhat of a challenge. Like I said, I like to experiment with the cheats, and sometimes that can lead to a lot of trouble.
*What do you feel is the most challenging about building lots, in general?*
Making it as realistic as possible. I have always focused on details in my lots, and I try to make them completely functional.
*How long does it usually take for you to create a lot?*
I would say, on the average, that it takes about 12-15 hours over a 2-3 day period. Usually, the house does not take all that long to build; it’s the decorating and landscaping that takes the longest.
*What programs do you use to make your custom content?*
I like to keep things as simple as possible. I just use Paint and HomeCrafter.
*What cheats do you favor most?*
Move_Objects On/Off
Boolprop allow45degreeangleofrotation true/false
Boolprop constrainfloorelevation true/false
Boolprop snapobjectstogrid true/false
*Do you have any tips or tricks for our fellow Simmers who want to create super awesome lots?*
Lay out your basic design first and look for every possible way to add more detail. Give everything you put in the lot a purpose. Don’t be afraid to experiment, that is the best and most fun part about building.
Again, thank you so much, ehaught58, for chatting with us! Don’t forget to visit his SimPage and check out his lots:
*http://thesims2.ea.com/mysimpage/pod.php?user_id=173930*
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*Related posts:*
1. CrunchGear – interview with Rob Burkinshaw, creator of the Sims 3 ‘Alice and Kev’ blog (http://www.simprograms.com/crunchgear-interview-with-rob-burkinshaw-creator-of-the-sims-3-alice-and-kev-blog/)
2. The Sims 3 Community Spotlight Interview: ruthless_kk (http://www.simprograms.com/the-sims-3-community-spotlight-interview-ruthless_kk/)
3. TheSims3.com – Creator's Camp update Week #4 (http://www.simprograms.com/thesims3com-creator%e2%80%99s-camp-update-week-4/) | | Tue, 30 March 2010, 19:51 | |
| _______________ | 73 | | [TheSims2.com] The Sims 2 Builder Interview: ehaught58 | | Read our interview with one of the community's top lot builders - *ehaught58*. Check out how he got started and what inspires him!
:: Read the interview (http://bbs.thesims2.ea.com/community/bbs/messages.php?threadID=69b57383ac512bead9ce2283ff81e3e9&directoryID=2&startRow=1&openItemID=item.2,item.43,item.61,item.104,item.127)
More... (http://bbs.thesims2.ea.com/community/bbs/messages.php?threadID=69b57383ac512bead9ce2283ff81e3e9&directoryID=2&startRow=1&openItemID=item.2,item.43,item.61,item.104,item.127) | | Tue, 30 March 2010, 19:51 | |
| _______________ | 74 | | [TheSims2.com] Blog: Changing Your Sims' Neighborhood, One Job at a Time | | Learn more about the careers in this fun blog that shows how The Sims 3 Ambitions Expansion Pack will change your Sims' neighborhood one job at a time!
:: Read blog (http://www.thesims3.com/ep2_blog_mar30)
More... (http://www.thesims3.com/ep2_blog_mar30) | | Tue, 30 March 2010, 15:40 | |
| _______________ | 75 | | Ocean Quigley projects: SimCity 4 style previsualization | | *InfiniteSims (http://www.infinitesims.com/index.php?option=com_content&view=article&id=1999:ocean-quigley-with-sc4-and-awesome-sims-2-stuff&catid=157:news&Itemid=1153) *found another interesting update from ex-EA employee Ocean Quigley *sharing some insight* (http://oceanquigley.blogspot.com/2010/03/simcity-4-style-previsualization.html) on the visualization of SimCity 4 (such a beautiful game by the way!).
Here’s a visualization from back in SimCity 4’s preproduction.We were trying to figure out what the game should look like, and while we didn’t hit this look precisely (we punted on the cliffs, for example), it’s still pretty close.
It was mostly done by David Patch (http://www.davidpatch.com/) and Shannon Galvin (http://silver-rin.blogspot.com/), in 3DStudio Max R4 (a great program for it’s day!) And used assets that were sitting around from SimCity 3000 which we’d finished a year or two before.
I didn’t work on this mockup, because I was off designing the asset pipeline (how buildings would get from 3DStudio Max into the game), and thought I had a pretty good idea of what it was going to look like anyway. I didn’t think that it would be that valuable.
Boy was I wrong! It turned out to be crucial, once it was done the project really picked up speed.
It made the project seem much more real at that early stage of production. Everybody on the team looked at it and said “Oh, so that’s what we’re making” or “So that’s what it’s going to look like”.
And not least, it was useful for demonstrating to the various executives who had an interest in the project that we knew what we were doing!
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*Related posts:*
1. Ocean Quigley’s Projects: SimCity 4 and The Sims 2 (http://www.simprograms.com/ocean-quigleys-projects-simcity-4-and-the-sims-2/)
2. Ocean Quigley’s projects: Sims 2 Roof system & Decorating buildings in SimCity 4 (http://www.simprograms.com/ocean-quigleys-projects-sims-2-roof-system-decorating-buildings-in-simcity-4/)
3. Interview with Spore’s Art Direction ‘Ocean Quigley’ (http://www.simprograms.com/interview-with-spores-art-direction-ocean-quigley/) | | Sun, 28 March 2010, 21:00 | |