Dagelijks archief: april 4, 2012
Gamesradar over Simcity 5
With work featured in the MoMA, Scotland’s Royal Museum and Helsinki’s City Art Museum, Ocean Quigley is an accomplished artist whose early ambition was to not just “paint the world as it is,” but to also “get what it means.” While his landscape paintings may be more reflective of his earlier years in a Costa Rica rainforest and on the island of Maui, Quigley’s current role as Creative Designer for the new SimCity finds him tasked with not just painting “the world,” but also to paint “your world” – and when you think about what SimCity is, “your world” could be anything. Whether that means making a modern metropolis or a destitute cluster of tenements full of homeless people on fire, EA and Maxis are aiming to make the next SimCity a sequel that matters – and that means giving you the tools to bring whatever kind of city your noble (or demented) mind comes up with to life.
We recently had a chance to speak with Quigley about the look and feel of the new SimCity – and the three biggest influences on the overall art style of the game. Read on. You might be surprised!
VERDER…
Simcity Blog door Ocean Quigley: THE CONNECTION BETWEEN YOU AND THE WORLD
Real cities don’t live in bubbles, real cities are connected to each other.
People and resources flow from city to city in regional economies. Neighboring cities directly affect each other, and through markets, their actions affect other cities across the world.
Because cities are connected, they specialize and differentiate. That’s possible because they’re all playing roles in a larger economy. Cities look different because they make a living doing different things. Clusters of cities working together do things that no city can do in isolation.
From the beginning, we built this SimCity to deal with this stuff realistically. We’re not just simulating the internal mechanics of cities, we’re simulating how cities relate to each other, to resource markets and to the natural world around them.
These are things that we have to do if we’re going to model real cities with integrity.
The larger environment that cities live in, and the global markets that they are participating in are all being simulated on Maxis’ servers. We’re running the underlying simulations that enable cities to transform their regions, to interact with each other, and to move markets. We’re tracking the accomplishments of cities and their effect on each other and the larger world.
This is true whether you’re playing by yourself, or if you’ve invited a bunch of friends to come and play with you. Your impact on the larger world matters, and the larger world in turn influences your city. This will be visible in lots of different ways, from changing commodity prices, to leaderboards to global and regional opportunities.
Here’s what this means in practice – Your cities won’t all look the same, they’ll take on specific roles, and it’s just awesome to create a region with your friends. It’s magical to see Sims come from their city to yours. It’s fun to make stuff and send it to a friend when they need it.
When you see the connection between your city and the larger world, your city is more real than it’s ever been before.
That’s why it’s an online game. We’ll be showing you more of this at this year’s E3 Expo in June.”
– Ocean Quigley, SimCity Creative Director
Sims Freeplay Tutorial door EA: Ik kan niet de “CHECK YOUR MAILBOX” goal afronden, hoe kan ik de goal afronden (I’M PLAYING THE SIMS FREEPLAY, AND I CAN’T COMPLETE THE “CHECK YOUR MAILBOX” GOAL. HOW DO I COMPLETE THE GOAL?)
EA heeft een handige Tutorial online gezet voor dit probleem, het ligt aan verouderde versie’s van de game, volg hier de tutorial van EA games. Bij ons kun je hem in Meer lezen vinden.
Sims Freeplay Tutorial door EA: Ben je je The Sims Freeplay In-Game content kwijt? Volg de Tutorial om het terug te krijgen (Iphone)
Met The Sims Freeplay voor iPhone zijn er soms problemen dat je je In-Game content kwijt raakt, dat kan komen door dat je je Game verwijdert en op nieuw installeert, volg de Tutorial van EA om je in-Game content terug te krijgen! Bij ons kun je hem in meer lezen vinden.
The Sims Freeplay voor Android FAQ door EA Games
Heb je Problemen met het installeren van de Sims Freeplay op je Android platform? EA Games heeft er een handige FAQ van online gezet. Bij ons kun je hem in Meer lezen vinden.
The Sims Freeplay Huwelijks Tutorial door EA Games (THE SIMS FREEPLAY MARRIAGE TUTORIAL)
EA heeft een handige Tutorial over Huwelijk in The Sims Freeplay online gezet, bij ons kun je hem in meer lezen vinden
SSMusicProductions: Creating Custom Animations (Part 2) – Sims 3
SSMusicProductions heeft een lange tijd geleden een video online gezet: Creating Custom Animations, deel 2 is nu ook online, deel 1 kun je in meer lezen vinden.
The Sims Freeplay FAQ Door EA Games
EA Heeft een erg handige FAQ over The Sims Freeplay online gezet, je kan hem hier bij ons in meer lezen vinden…
Simcity Blog: THE ECONOMIC LOOP van Dan Moskowitz
Simcity heeft een Nieuw blog gepost met nieuwe Info!
Hello simulation fans! First off, thanks for all your positive responses to our first video. The team here at Maxis is thrilled to be able to share these videos with you. We hope they demonstrate the depth of simulation we’re delivering.
GlassBox is an incredibly powerful simulation engine built by Andrew Willmott, our chief architect at Maxis. He designed it to be elegant, data driven, and to power Maxis-style simulation games – providing a simulation toolkit like none other. As gameplay lead, my job is to take this toolkit and work with the team to create the most alive, tactile, and fun city game ever created – the mother of all city simulation games - SimCity!
In the next few weeks we’re going to be releasing three more videos, each focusing on a few core areas of SimCity and the simulation driving the gameplay. Today’s video is all about the economic loop of the game. What is the relationship between residential, commercial, and industrial buildings in this SimCity? Looking back, each previous version of SimCity had a magic formula for determining the balance of these buildings. Like a lot of the features in this game, we wanted to modernize and refresh the original concept while keeping true to the spirit of the older games, and that was especially true of the economic loop.
Looking at the industrial buildings in the video, they are set to open for business at 6 AM. When the buildings open and realize they don’t have workers, they send out “help wanted” agents that travel down the paths, requesting workers. One thing we skipped over in the video is that there’s actually two different kinds of ‘help wanted’ agents, one that requests people to walk to work and one that requests people to drive to work. The walking requester goes first, and has a shorter distance (a few blocks) than the driving requester. This means that with some foresight and planning you can build fully walkable cities. By playing around with the positioning of industrial/commercial versus residential zoning, you’ll notice commuting patterns unique to your city layout. We’ve found that the organic flow of commuter agents through a city is pretty mesmerizing and a lot fun to play around with. Since you will be drawing the roads and laying out zones, one of the measures of your success is how efficiently the city operates as population increases. For example: Are there enough jobs for residents? Do factories have enough workers? Are stores kept supplied with goods? Of course, you could also just torch the place, that’s fun too.
The other important aspect we’re demonstrating in this video is that simulation rules are tied directly to effects and animation. You can see examples of that when the industrial buildings spew pollution into the air. The rule writing to the air pollution map is literally the same rule triggering the smoke VFX and audio. Same with the factory producing goods, and the conveyor belt animation. We’ve found that by tightly coupling the feedback to the rules, we’re able to convey more information to the player by watching their city run, instead of having to rely as much on 2D user interface.
Check back soon, next time we’ll address how the simulation deals with water, pollution, and sickness. And if you didn’t see it yet, here’s the video: Insider’s Loop GlassBox Game Engine Part 2.
Sims 3 Future ‘Accessoires pakket’ Community Poll Resultaat
De Sims 3 Fans willen zo te zien ‘The Sims 3 Teen stuff‘ Zowel, De Sims 3 Tiener Accessoires. Hopelijk meer items dan de Sims 2 Tiener Accessoires ‘sims 2 teen stuff’

BRON: Simprograms
De Sims 3 Katy Perry Pakt uit Track: Last Friday Night
Dit liedje heeft Katy Perry in het simlish voor jullie opgenomen
De Sims 3 Katy Perry Pakt uit: Livechat op 12 april
Join The Sims 3 Producer Jennifer Lane as she introduces The Sims 3 Katy Perry’s Sweet Treatson April 12, 2012 at 10:00AM PDT. This is your chance to take a sneak peak at the vast range of décor items, furniture, and, of course, fabulous fashions and hairstyles, all inspired by Katy’s real-life clothing and props, plus a look at one of the three new spectacular venues. Don’t want to forget? Sign up for a reminder by entering your e-mail in the “Cover It Live” box to your right.
But that’s not all! Looking to get some cool swag from The Sims team? Tune in live and Tweet with #TS3KPsSweetTreats for your chance to be selected for random giveaways.
And remember, The Sims 3 Katy Perry’s Sweet Treats is available June 5, 2012, so pre-order your copy on Origin today.
BRON: Simsvip & Simprograms







































