

So there's more freedom to implement own stuff and ideas ) i can start implementing game mechanics. When the engine is done (drawin, terrain editing, gui. My project starts from scratch, focusing on the engine. Besides that, their project focuses solely on SC2k (from savegames over to the assets) and right now they can only draw a SC2K city. I've already seen the opensc2k project, but it's based on JavaScript, while mine is based on C++. If my project really succeeds, i'd like to have an own forum for it, where creative people can (easily) make there own tilesets. but i think it's way cooler to come up with own sprites (with the same art-style which i really love!). I thought about adding an asset extractor tool late, when the games done. Right now i'm using the SC2K tiles as placeholder. My game won't be a remake of SC2K but rather a clone. I hope this will be useful for other other people too! A lot of the stuff that's already done gave me quite a headache to figure out and i have reworked that stuff.
#Simcity 2000 platforms code
I'm a huge fan of the opensource scene, and after looking at other peoples code of isometric, tilebased engines i really thought i'd should go open source from the beginning.

There's still a long way ahead until i'll get to actual game mechanics, but thanks for the link! The next features will be "reading sprites (filenames) from a text file and map them to tile IDs" and afterwards reading / writing map files with height. After that i'll do some refactoring, add some minor stuff like FPS locking. I'm almost done with the terrain editing code.
