Potential Buildings

Howdy, this thread is dedicated to new buildings. We hope to get all the feedback we can so please feel free to critique.

-Near Completion-

Conservative Apartment Tower
Offers twice the density of conventional housing, on the first floor alone. Slightly goody rich but looks/feels fun to run through. The stone filler on the sides of the elevators will house emergency stairs that will be connected directly to the outside and will have room to intersect the hall way on the upper floors where Iā€™ll be mixing using one multi-bedroom apartment for each tile/corner on some floors and more single bedroom apartments in a different layout on others. Conservative refers to the building style, I have a separate modernist apartment tower that doesnā€™t have a geometrical exterior and the suites arenā€™t all designed the same although they do each have the same components.

-Draft Phase-

Mall (XxX)
This is part of the potential tile-set for the mallā€¦ Iā€™m actually not particularly happy with the color scheme. As one would expect everything is extremely dark but most characters are between blue and white.

-Draft Que-
National Center for Botanical Research
apartment tower
post office
power plant
jail
cathedral
chapel
row houses
army base
regional airport
hotel/motel
alternate office layouts

Next weekend Iā€™ll try and hammer out the bugs in the School and Sarcophagus.

I donā€™t know anything specific, but I would assume some older churches have a lot more of a defensible position. I would say, make the doors much harder to break down, and even harder once boarded up? As well as, of course, the church bell. I would love to attract an entire town of zeds, hiding behind a bench with my double barreled shotgun and a mountain of ammo as I hear them pile at the door.

Other than that, the offices seem like they have possibilities. Put lots of interesting things in those desks- usually papers and burnables, but I expect to find nonperishable foods, entertainment items, personal trinkets and things like that.

Finally, the radio station is unbelievably cool. As soon as itā€™s in super-duper working condition then it should be added to the main branch immediately. Setting up the whole place, then broadcasting to NPCsā€¦ even if it doesnā€™t have a purpose yet, it would be nice to have it pre-built in the game.

Here is the first in game shot of the radio station. Iā€™m probably getting rid of the trash can in the offices (blue &)ā€¦ I was thinking they were tiny waste cans. The alarm sounds when you smash the windows/doors but it doesnā€™t call the robo-cops, if the alarms actually attract zombies then this is a nice alternative.

Shoot me any suggestions and Iā€™ll try to edit everything during the week. After it gets a bit of polish we can see if the devā€™s want it.
I need to get rotation working and am looking for suggestions for
-map tile (light gray ā€˜Xā€™ is for radio towers)
-item spawns
-potential national radio messages

I hate that everything is cramped but the building tile size is set at 24x24.

Ooh, that looks nice! Canā€™t wait to see a fully fleshed-out version :).

I suspect so, assuming it works out properly. Do you know how to use git and Github? If not, do you need any particular assistance?

I would say that for a map tile, a darker X like a radio tower but with a light gray background (similar to military surplus) would look very appealing to the eye.

But, looking at it in game, I donā€™t think there shouldnā€™t be a window in the bathroom, and the windows in the recording studio should be curtained automatically, as to give a feeling of soundproofing in there.

What a coincidink, Iā€™ve been working on making weather radio broadcasts a-la NOAA radio.

I think we could just replace some or all of the existing radio tower tiles with this building when youā€™re happy with it, it looks great.

Generally if someone hands us a well thought out building design that doesnā€™t have something totally weird wrong with it (like the wrong setting, e.g. something that only fits in scifi or fantasy), itā€™s going to go into the game. More variety for buildings is something we can always use more of.

Yea, Iā€™ve had requests from other people to try and get NxM building support working, so thatā€™s something Iā€™ll be looking into, especially if it encourages people to submit more building designs.

Damn, so no huge Gothic castles?

Wow, thanks for the feedback. Getting buildings in game was this weekā€™s goal. Iā€™ll look at tackling github next weekend, shouldnā€™t be too hard. In college I always used google docs with group coding projects, hopefully it isnā€™t too different.

-Doctorā€™s Office-
All of the items spawned in the cleaning closet for some reasonā€¦ anywho, interior locked doors donā€™t seem to work at the moment (it treats them as house front doors that can be opened from the inside) Iā€™ll plod through the code to see if there is an alternative. The major rooms:
[cleaning closet/bathroom] [kitchen/break area]
[office] [medical storage (should have locked door)]
[treatment Rm] [treatment Rm]
[bathroom/Reception]
[Waiting Rm]

Once again, I love feedback!

Iā€™ll edit the OP with a list of pending buildingsā€¦ Iā€™ve looked around the forum for ideas but if you have any you want me to try Iā€™ll take a hack at it if it sounds cool.

[quote=ā€œacidia, post:8, topic:913ā€]Wow, thanks for the feedback. Getting buildings in game was this weekā€™s goal. Iā€™ll look at tackling github next weekend, shouldnā€™t be too hard. In college I always used google docs with group coding projects, hopefully it isnā€™t too different.

-Doctorā€™s Office-
All of the items spawned in the cleaning closet for some reasonā€¦ anywho, interior locked doors donā€™t seem to work at the moment (it treats them as house front doors that can be opened from the inside) Iā€™ll plod through the code to see if there is an alternative. The major rooms:
[cleaning closet/bathroom] [kitchen/break area]
[office] [medical storage (should have locked door)]
[treatment Rm] [treatment Rm]
[bathroom/Reception]
[Waiting Rm]

Once again, I love feedback!

Iā€™ll edit the OP with a list of pending buildingsā€¦ Iā€™ve looked around the forum for ideas but if you have any you want me to try Iā€™ll take a hack at it if it sounds cool.[/quote]

You could use steel doors and a computer, like at police stations/banks.

I say go the pawn shop route. Locked doors and alarms.

The problem is that locked doors can be opened from ā€œindoorā€ tiles.

The problem is that locked doors can be opened from ā€œindoorā€ tiles.[/quote]

So abusing the moving furniture bug, where tiles turn into floor when you move a piece of furniture over them, would help me open the doors of a pawn shop without setting off an alarm?

Iā€™d suggest just adding a new locked door type, that can only be picked or crowbarred.

That looks suspiciously like my local GP.

Likeā€¦Major creepy. Salute

r=
V:3>

I guess that is a complement. Congrats on realismā€¦

F*** thatā€™s creepyā€¦

Finally Friday!

Iā€™ve got my github up and working and the radio station and (soon) the doctorā€™s office will be submitted. You might just see them in .5.
I canā€™t think of much to put in the church at the moment so I threw up a pic in the OP to get suggestions. The cubical office needs a quick polish but both should be done/submitted by Saturday night.

Whatā€™s next?
The next two buildings in the que are designed and Iā€™m working them in game nowā€¦ thatā€™s right, the regional school is 3x3 and a nifty maze. The toxic waste dump Mk II has transformed into the hazard waste sarcophagus (2x2); still potential to get a cherished military ID but now it has more life. I figured we might want to keep both in game to give a bit of variety.
I kid you not. Here are the pre-coding sketchesā€¦

Hazard Waste Sarcophagus
In the sarcophagus you have a broken elevator for a potential expansion in the main hazardous storage area.  Administrative building on the East, gate guard shack at Southwest, and the airlock/decontamination chamber on the West.  
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North section is the courtyard, I was planning on putting a playground in the center but there isn't an easy way to access it from the main halls.  Lunch room is Northeast, South is the administrative office, Southwest is the auditorium, library is center along with computer lab, and science labs and chemical storage are Northwest.... adding the item maps is going to suck but it will get done eventually.  A rough 110 children would be max capacity based on classrooms/lunchroom/auditorium.  ;D
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After I get these in game I will either be moving onto a large static/semi-static mall or on to an endgame building that is just as large as the school but will add some form of ā€œending goal.ā€

The only hiccup Iā€™ve run into is the ā€œDEBUG: More than 256 - 32 oterid! Saving wonā€™t work!ā€ which limits the variety of buildings that I can have in-game. I typically program in Java/python so my first two shots at fixing/working around it didnā€™t work so weā€™ll just have to wait and see.

I love this project!
It might be interesting to make a rare high tech factory, could have electronic parts, or the occasional CBM. You could make CBM recipes learn-able from computer terminals. could make a good 2x2 or 3x3 building

More restaurant and bar types are what Iā€™ve been thinking about, stocked with appropriate items and furniture:

Pizza parlour - pizzas and pizza ingredients, ovens in the kitchen, possibly motorbike at the back
Fast food joint - counters, bread, frozen meat patties and fries (which donā€™t go bad), colas, root beer
Coffee/tea cafe - bags of tea and coffee, breads, cakes
Health food joint - fruits and veggies, vitamin pills, juices, milk

Sports bar - sporting gear and clothes
Biker bar - Motorbike spawns, chains, lots of leather

Shazam!

Fast food! Iā€™ll think about the other types to come up with different/unique setups. I have items in the 3 fridges but what else should spawn?

Nice!

Possibly paper wrappers all over the place, and a large dumpster out the back (at least, thatā€™s what my local fast food joint looks like).

Cool, dumpster was added. The school is now finally in the OPā€¦ good lord, trying to get building rotation working on the thing is a nightmare.