GearCity

GearCity

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Recently I was sorting through some of my old things. I came across my old copy of "Detroit". So I decided to play.

Wow. GearCity is a huge improvement over that game. (Not to mention "Motor City".) Made me really appreciate the massive depth of simulation GearCity has.

I did notice that there was one feature Detroit has that GearCity does not. Multiplayer. Wasn't restricted to being local, either. You could even use a modem to play over the internet. (Pretty cool for 1993!)

Admittedly, I don't really know of anyone that would want to play. However, this whole experience got me thinking about when I first started Detroit.

I had a hard time understanding everything. So I set my opponents to all be played by me. This allowed me to experiment. Which helped me learn the best ways to approach the game. (Such as the impact of marketing on sales and acceptable price ranges.)

Got me thinking of the possible benefit of having that option in GearCity. I'd finally be able to know a little more about how competition works. (Specifically, figuring out the saturation point. Exactly how many cars can be sold in any given region.) As I'd be able to control both sides at once.

I know the development is (more or less) finished. Thought I'd mention it anyway. Maybe an idea for GearCity 2? (Which should be about 10 years from now. :spazwinky:)
Last edited by Jackie Daytona; 1 Feb, 2020 @ 9:49pm
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Eric.B  [developer] 2 Feb, 2020 @ 11:43am 
Sorry for the late reply.

Originally posted by NB4Locke:
Recently I was sorting through some of my old things. I came across my old copy of "Detroit". So I decided to play.

Wow. GearCity is a huge improvement over that game. (Not to mention "Motor City".) Made me really appreciate the massive depth of simulation GearCity has.

I'm glad you're enjoying the game. And that you consider it an improvement over the classics.


I did notice that there was one feature Detroit has that GearCity does not. Multiplayer. Wasn't restricted to being local, either. You could even use a modem to play over the internet. (Pretty cool for 1993!)

GearCity was originally designed to be multiplayer, being built on top of SQL technologies. But early into development I noticed it was a bit too much work at the time and so I dropped support. The single player version of this game has taken 10 years to make. So it was probably the correct call.

That being said, I do plan on doing some post release crowd funding to add more features to the game. The highest (or second highest) milestone on that list is Multiplayer. So while there is very little chance of it happening, there is still a chance.


Admittedly, I don't really know of anyone that would want to play. However, this whole experience got me thinking about when I first started Detroit.

For the longest time I had the same problem. Which is why we have some of the flaws we do in singleplayer GC.


Got me thinking of the possible benefit of having that option in GearCity. I'd finally be able to know a little more about how competition works. (Specifically, figuring out the saturation point. Exactly how many cars can be sold in any given region.) As I'd be able to control both sides at once.

Have you tried looking at the buyer's rating table? The little chart button next to where you enter the price of a vehicle. That gives you a pretty good formulaic breakdown of why your vehicles sell the way they do in a selected city.

Maybe an idea for GearCity 2? (Which should be about 10 years from now. :spazwinky:)

I wouldn't bet on it. With the way the game industry is going, I expect AeroMogul to be my final game. I can no longer justify making 4x less working on my games when I could be working on other people's software. But we'll see. Crowd funding efforts might go well and give me a sustainable income to work on the game(s) again. In any event, eventually I will be open sourcing everything I make, so maybe someone out there will be interested in finishing the multiplayer work when that time comes.
Last edited by Eric.B; 2 Feb, 2020 @ 11:44am
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