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This is probably going to be one of the more important (if not the most important) post so far.
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It’s summer here in the Northern hemisphere and given the heat waves (better than “Crime wave hits the city!”)
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Replayability comes from variety, and the map is one of the biggest sources of it.
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This will be a quick post just to show case recent addition of modular portraits.
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In the past, I documented the UI frameworks I had considered.
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I’ve decided to rework the night mode or at least put it on the right path because the first attempt wasn’t going to cut it – I didn’t like the way the objects were lit up.
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Mob City isn’t just about simulating a city.
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After working on this for years, I decided it was time to make some of the work public hence this blog.
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Map modes So far, I’ve only shown the Street View – the classic isometric view where the player watches events unfold between buildings and streets.
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In any isometric game, one of the classic challenges is figuring out how to show what’s behind buildings and more importantly, how the player can interact with anything hidden by a structure.