Building Games For Mac

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(Redirected from Chronology of city-building video games)

Learn about building games for macOS, iOS, watchOS, and tvOS with the latest Apple game technologies.

Part of a series on:
Simulation video games
  • Construction and management simulation
  • Life simulation game
    • Social simulation game
      • Dating sim
  • Sports game
    • Racing game
  • Vehicle simulations
    • Flight simulator
    • Space flight simulator

This is a comprehensive index of city-building games, sorted chronologically. Information regarding date of release, developer, platform, setting and notability is provided when available. The table can be sorted by clicking on the small boxes next to the column headings.


RimWorld, Terraria, and Factorio are probably your best bets out of the 17 options considered. 'Varying starting conditions and biome types' is the primary reason people pick RimWorld over the competition. This page is powered by a knowledgeable community that helps you make an informed decision. Play the best free Building Games on GamesGames.com. PC Building Simulator has already enjoyed viral success with over 650,000+ downloads of its pre-alpha demo and has now been lovingly developed into a fully-fledged simulation to allow you to build the PC of your dreams. The career mode in PC Building Simulator puts you in charge of your very own PC building and repair business.

Legend[edit]

Video game platforms
AMIAmiga
AMI32Amiga CD32
AQUAMattel Aquarius
ARCAcorn Archimedes
BBCBBC Micro, Acorn Electron and BBC Master
C64Commodore 64
CDTVCommodore CDTV
CPCAmstrad CPC
CROSSCross-platform
DESQDESQview
DOSDOS / MS-DOS
DSNintendo DS
EPOC32EPOC32
FMTFM Towns
GBAGame Boy Advance
GBCGame Boy Color
INTIntellivision
JAVAMEJava Platform, Micro Edition
iPhoneiPhone
iPodiPod
LINLinux
MACMacintosh / Mac OS
MAINMainframe computer
MOBIMobile phone
N64Nintendo 64
NeWSNeWS
OS2OS/2
OSXmacOS / OS X
PC98PC-9800 series
PS1PlayStation / PSone
PS2PlayStation 2
PS3PlayStation 3
PS4PlayStation 4
PSPPlayStation Portable
SATSega Saturn
SNESSuper NES / Super Famicom
STAtari ST
SYBSymbian OS
TkTk
UNIXUnix
VCVirtual Console (Wii)
WiiWii
WINWindows 2000 / XP / Vista / 7 / 8 / 10
WIN3XWindows 3.x
WIN9XWindows 9x
X01OLPC XO-1
X11X Window System
X360Xbox 360
XOneXbox One
ZXZX Spectrum

List[edit]

YearGameDeveloperSettingPlatformNotes
1969The Sumer GameRichard MerrillHistoricalMAIN
1975HamurabiDavid H. AhlHistoricalMAINExpanded version of The Sumer Game. Published later as part of BASIC Computer Games.
1978Santa Paravia en FiumaccioHistoricalMAIN
1981Kingdom (Also known as Yellow River Kingdom)[1]David Allen[2]HistoricalBBCA conversion of the game 'Hamurabi', it was included as part of welcome package to BBC Microcomputers.
1982UtopiaDon DaglowContemporaryAQUA, INT
1989SimCityMaxis, Nintendo EAD, BabarogaContemporaryAMI, ARC, BBC, C64, CDTV, CPC, DESQ, DOS, EPOC32, FMT, GBA, iPod, LIN, MAC, MOBI (iPhone, JAVAME, SYB), NeWS, OS2, PC98, SNES, ST, Tk, UNIX, VC, WIN, XO1, X11, ZXFirst title in the series.
1990ActRaiserQuintetFantasyMOBI, SNES, VCHybrid with side-scrolling platform game.
1990MoonbaseWessonSci-fiAMI, DOS
1991Utopia: The Creation of a NationCelestialSci-fiAMI, DOS, SNES, ST
1992CaesarImpressionsHistoricalAMI, DOS, STFirst title in the series.
1993StrongholdStormfrontFantasyDOSHybrid with RTS elements.
1993SimCity 2000Maxis, Full FatContemporaryAMI, DOS, GBA, MAC, N64, PS1, PSP, SAT, SNESSequel to SimCity.
1993Lunar CommandWessonSci-fiDOSUpdated version of Moonbase.
1993The Settlers (a.k.a. Serf City: Life is Feudal)Blue ByteFantasyAMI, DOSFirst title in the series.
1994OutpostSierraSci-fiMAC, WIN3XSci-fi version of SimCity.
1995SimIsle: Missions in the RainforestIntelligentContemporaryDOS, MAC, WIN3X
1995SimTownMaxisContemporaryMAC, WIN, WIN3X
1995Caesar IIImpressionsHistoricalMAC, WINSequel to Caesar.
1996AfterlifeLucasArtsFantasyDOS, MAC, WIN9X
1996Holiday IslandSunflowersContemporaryWIN9X
1996Settlers II: Veni, Vidi, Vici, TheBlue ByteFantasyDOS, DS, MACSequel to The Settlers. Nintendo DS port was released in 2007.
1996Settlers II Mission CD, TheBlue ByteFantasyDOSExpansion to The Settlers II: Veni, Vidi, Vici.
1997ConstructorSystem 3ContemporaryPS1, WIN
1998Anno 1602: Creation of a New WorldMaxHistoricalWIN9XFirst title in the series. Hybrid with RTS elements.
1998Settlers III, TheBlue ByteFantasyWIN9XSequel to The Settlers II: Veni, Vidi, Vici.
1998Caesar IIIImpressionsHistoricalMAC, WIN9X, NotSequel to Caesar II.
1999LincityVariousContemporaryCROSSOpen source clone of Sim City.
1999PharaohImpressionsHistoricalWIN9X
1999SimCity 3000MaxisContemporaryDS, iPhone, LIN, MAC, WINSequel to SimCity 2000.
2000Cleopatra: Queen of the NileImpressionsHistoricalWIN9XExpansion to Pharaoh.
2000Master of Olympus: ZeusImpressionsFantasyWIN
2000SimCity 64HALContemporaryN64Spin-off of the SimCity series.
2000SimCity 3000 UnlimitedMaxisContemporaryLIN, WINRe-release of SimCity 3000.
2000StarPeaceOceanusSci-fiWINMMOG.
2001StarTopiaMucky FootSci-fiWIN
2001MobilityGlamusContemporaryWIN, LIN
2001Master of Atlantis: PoseidonImpressionsFantasyWINExpansion to Master of Olympus: Zeus.
2001TropicoPopTopContemporaryMAC, OSX, WIN, WIN9X
2001StrongholdFirefly StudiosFantasyWIN Hybrid with RTS elements.
2001Settlers IV, TheBlue ByteFantasyWINSequel to The Settlers III.
2002MetropolismaniaMedia FactoryContemporaryPS2First title in the series.
2002Tropico: Paradise IslandBreakAwayContemporaryWIN, WIN9XExpansion to Tropico.
2002Moonbase CommanderHumongousSci-fiWIN
2002Emperor: Rise of the Middle KingdomBreakAway, ImpressionsHistoricalWIN
2003SimCity 4MaxisContemporaryOSX, WINSequel to SimCity 3000.
2003SimCity 4: Rush HourMaxisContemporaryOSX, WINExpansion to SimCity 4.
2003Anno 1503: The New WorldMaxHistoricalWIN9X, WINSequel to Anno 1602: Creation of a New World. Hybrid with RTS elements.
2003Tropico 2: Pirate CoveFrog CityHistoricalOSX, WIN
2003Anno 1503: Treasures, Monsters and PiratesMaxHistoricalWINExpansion to Anno 1503: The New World.
2004Immortal Cities: Children of the NileTilted MillHistoricalWIN
2004Outpost Kaloki XNinjaBeeSci-fiWIN, X360
2005Settlers: Heritage of Kings, TheBlue ByteFantasyWINSequel to The Settlers IV.
2005Medieval Lords: Build, Defend, ExpandMonte CristoHistoricalWIN
2005Stronghold 2Firefly StudiosFantasyWIN Hybrid with RTS elements.
2005Settlers: Heritage of Kings - Expansion Disk, TheBlue ByteFantasyWINExpansion to The Settlers: Heritage of Kings.
2005Settlers: Heritage of Kings - Legends Expansion Disk, TheBlue ByteFantasyWINExpansion to The Settlers: Heritage of Kings.
2006CivCity: RomeFirefly, FiraxisHistoricalWIN
2006Caesar IVTilted MillHistoricalWINSequel to Caesar III.
2006Tycoon City: New YorkDeep RedContemporaryWIN
2006Dwarf FortressBay 12 GamesFantasyWIN, LIN, MAC
2006City LifeMonte CristoContemporaryWIN
2006Anno 1701RelatedHistoricalDS, WINSequel to Anno 1503: The New World Hybrid with RTS elements.
2006Glory of the Roman EmpireHaemimontHistoricalWIN
2006Settlers II 10th Anniversary, TheBlue ByteFantasyWINRemake of The Settlers II: Veni, Vidi, Vici.
2007Anno 1701: Dawn of DiscoveryKeenHistoricalDSHybrid with RTS elements.
2007Settlers: Rise of an Empire, TheBlue ByteFantasyWINSequel to The Settlers: Heritage of Kings.
2007Anno 1701: The Curse of the DragonRelatedHistoricalDSExpansion to Anno 1701: Dawn of Discovery Hybrid with RTS elements.
2007SimCity SocietiesTilted MillContemporaryMOBI, WINSpin-off of the SimCity series.
2007Settlers II: 10th Anniversary - The Vikings, TheBlue ByteFantasyWINExpansion to The Settlers II 10th Anniversary.
2008A Kingdom for KeflingsNinja BeeFantasyX360
2008MicropolisDon HopkinsContemporaryCROSSOpen source version of SimCity.
2008SimCity DS 2ContemporaryDS.
2008SimCity Societies: DestinationsTilted MillContemporaryWINExpansion to SimCity Societies.
2008HinterlandTilted MillFantasyWINHybrid with RPG elements
2008Final Fantasy Crystal Chronicles: My Life as a KingSquare EnixFantasyWiiHybrid with RPG elements
2008Settlers: Rise of an Empire - The Eastern Realm, TheBlue ByteFantasyWINExpansion to The Settlers: Rise of an Empire.
2008Imperium RomanumHaemimontHistoricalWINSequel to Glory of the Roman Empire.
2009Grand Ages: RomeHaemimontHistoricalWINSequel to Imperium Romanum.
2009Anno 1404Related, Ubisoft, Blue ByteHistoricalWIN, OSX, DS, WiiSequel to Anno 1701: Dawn of Discovery. Hybrid with RTS elements.
2009Tropico 3Haemimont GamesContemporaryOSX, WIN, X360Successor to Tropico.
2009Cities XLMonte CristoContemporaryWIN
2009OpenCityDuong-Khang NguyenContemporaryCROSSOpen source. A development version is available.
2010Settlers 7: Paths to a Kingdom, TheBlue ByteFantasyOSX, WINSequel to The Settlers: Rise of an Empire.
2010A World of KeflingsNinja BeeFantasyX360
2010Cities XL 2011Focus Home InteractiveContemporaryWIN
2011Anno 2070Related DesignsSci-fiWIN
2011Tropico 4Haemimont GamesContemporaryWIN, X360, OSX
2011Cities XL 2012Focus Home InteractiveContemporaryWIN
2011Stronghold 3Firefly StudiosFantasyWIN, OSX, LINHybrid with RTS elements.
2013SimCityMaxisContemporaryWIN, OSXRelaunch of Simcity Series.
2014BanishedShining Rock SoftwareHistoricalWIN
2014Tropico 5Haemimont GamesContemporaryWIN, OSX, LIN, X360, PS4[3]
2014Stronghold Crusader 2Firefly StudiosFantasyWIN Hybrid with RTS elements.
2014Clockwork EmpiresGaslamp GamesFantasyWIN
2015Cities: SkylinesColossal OrderContemporaryWIN, OSX, LIN, PS4, XOne, NSWBased on the engine used for Cities in Motion 2
2015Cities XXLFocus Home InteractiveContemporaryWIN
2015Anno 2205Blue ByteSci-FiWINSequel to Anno 2070
2018Frostpunk11 bit studiosSci-FiWIN
2019Dawn of ManMadruga WorksHistoricalWIN, OSXPrehistoric city builder that takes place from the Paleolithic to the Iron Age.
2019Tropico 6Limbic EntertainmentContemporaryWIN, OSX, LIN, PS4, XOne
2019IslandersGrizzly GamesFantasyWIN, OSX, LINCasual city builder with low-poly aesthetic
2019Anno 1800Blue ByteHistoricalWIN
2019Rise to RuinsRaymond DoerrFantasyWIN, OSX, LINIndie city-builder with survival and god game elements
2020Builders of EgyptStrategy LabsHistoricalWINAncient Egypt city builder that will take place from the birth of Egyptian Civilization to the Ptolemaic Kingdom and Cleopatra's death.

See also[edit]

Mac

References[edit]

Free
  1. ^'Welcome for BBC Micro (1981) - MobyGames'. Retrieved 2 October 2016.
  2. ^http://bbc.nvg.org/doc/Welcome.pdf
  3. ^'9 Ways To Dictate Like A Pro In Tropico 5 on PS4'. Retrieved 2 October 2016.
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Base Building Games For Mac

Unity is a game engine that enables you to develop games in C#. This walkthrough shows how to get started developing and debugging Unity games using Visual Studio for Mac and the Visual Studio for Mac Tools for Unity extension alongside the Unity environment.

Visual Studio for Mac Tools for Unity is a free extension, installed with Visual Studio for Mac. It enables Unity developers to take advantage of the productivity features of Visual Studio for Mac, including excellent IntelliSense support, debugging features, and more.

Objectives

  • Learn about Unity development with Visual Studio for Mac

Mac Games Free

Prerequisites

  • Visual Studio for Mac (https://www.visualstudio.com/vs/mac)
  • Unity 5.6.1 Personal Edition or higher (https://store.unity.com, requires a unity.com account to run)

Intended Audience

Base Building Games For Mac

This lab is intended for developers who are familiar with C#, although deep experience is not required.

Task 1: Creating a basic Unity project

  1. Launch Unity. Sign in if requested.

  2. Click New.

  3. Set the Project name to 'UnityLab' and select 3D. Click Create project.

  4. You're now looking at the default Unity interface. It has the scene hierarchy with game objects on the left, a 3D view of the blank scene shown in the middle, a project files pane on the bottom, and inspector and services on the right. Of course, there's a lot more to it than that, but those are few of the more important components.

  5. For developers new to Unity, everything that runs in your app will exist within the context of a scene. A scene file is a single file that contains all sorts of metadata about the resources used in the project for the current scene and its properties. When you package your app for a platform, the resulting app will end up being a collection of one or more scenes, plus any platform-dependent code you add. You can have as many scenes as desired in a project.

  6. The new scene just has a camera and a directional light in it. A scene requires a camera for anything to be visible and an Audio Listener for anything to be audible. These components are attached to a GameObject.

  7. Select the Main Camera object from the Hierarchy pane.

  8. Select the Inspector pane from the right side of the window to review its properties. Camera properties include transform information, background, projection type, field of view, and so on. An Audio Listener component was also added by default, which essentially renders scene audio from a virtual microphone attached to the camera.

  9. Select the Directional Light object. This provides light to the scene so that components like shaders know how to render objects.

  10. Use the Inspector to see that it includes common lighting properties including type, color, intensity, shadow type, and so on.

  11. It is important to point out that projects in Unity are a little different from their Visual Studio for Mac counterparts. In the Project tab on the bottom, right-click the Assets folder and select Reveal in Finder.

  12. Projects contain Assets, Library, ProjectSettings, and Temp folders as you can see. However, the only one that shows up in the interface is the Assets folder. The Library folder is the local cache for imported assets; it holds all metadata for assets. The ProjectSettings folder stores settings you can configure. The Temp folder is used for temporary files from Mono and Unity during the build process. There is also a solution file that you can open in Visual Studio for Mac (UnityLab.sln here).

  13. Close the Finder window and return to Unity.

  14. The Assets folder contains all your assets-art, code, audio, etc. It's empty now, but every single file you bring into your project goes here. This is always the top-level folder in the Unity Editor. But always add and remove files via the Unity interface (or Visual Studio for Mac) and never through the file system directly.

  15. The GameObject is central to development in Unity as almost everything derives from that type, including models, lights, particle systems, and so on. Add a new Cube object to the scene via the GameObject > 3D Object > Cube menu.

  16. Take a quick look at the properties of the new GameObject and see that it has a name, tag, layer, and transform. These properties are common to all GameObjects. In addition, several components were attached to the Cube to provide needed functionality including mesh filter, box collider, and renderer.

  17. Rename the Cube object, which has the name 'Cube' by default, to 'Enemy'. Make sure to press Enter to save the change. This will be the enemy cube in our simple game.

  18. Add another Cube object to the scene using the same process as above, and name this one 'Player'.

  19. Tag the player object 'Player' as well (see Tag drop-down control just under name field). We'll use this in the enemy script to help locate the player game object.

  20. In the Scene view, move the player object away from the enemy object along the Z axis using the mouse. You can move along the Z axis by selecting and dragging the cube by its red panel toward the blue line. Since the cube lives in 3D space, but can only be dragged in 2D each time, the axis on which you drag is especially important.

  21. Move the cube downward and to the right along the axis. This updates the Transform.Position property in the Inspector. Be sure to drag to a location similarly to what's shown here to make later steps easier in the lab.

  22. Now you can add some code to drive the enemy logic so that it pursues the player. Right-click the Assets folder in the Project pad and select Create > C# Script.

  23. Name the new C# script 'EnemyAI'.

  24. To attach scripts to game objects drag the newly created script onto the Enemy object in the Hierarchy pane. Now that object will use behaviors from this script.

  25. Select File > Save Scenes to save the current scene. Name it 'MyScene'.

Task 2: Working with Visual Studio for Mac Tools for Unity

  1. The best way to edit C# code is to use Visual Studio for Mac. You can configure Unity to use Visual Studio for Mac as its default handler. Select Unity > Preferences.

  2. Select the External Tools tab. From the External Script Editor dropdown, select Browse and select Applications/Visual Studio.app. Alternatively, if there's already a Visual Studio option, just select that.

  3. Unity is now configured to use Visual Studio for Mac for script editing. Close the Unity Preferences dialog.

  4. Double-click EnemyAI.cs to open it in Visual Studio for Mac.

  5. The Visual Studio solution is straightforward. It contains an Assets folder (the same one from Finder) and the EnemyAI.cs script created earlier. In more sophisticated projects, the hierarchy will likely look different than what you see in Unity.

  6. EnemyAI.cs is open in the editor. The initial script just contains stubs for the Start and Update methods.

  7. Replace the initial enemy code with the code below.

  8. Take a quick look at the simple enemy behavior that is defined here. In the Start method, we get a reference to the player object (by its tag), as well as its transform. In the Update method, which is called every frame, the enemy will move towards the player object. The keywords and names use color coding to make it easier to understand the codebase in Visual Studio for Mac.

  9. Save the changes to the enemy script in Visual Studio for Mac.

Task 3: Debugging the Unity project

  1. Set a breakpoint on the first line of code in the Start method. You can either click in the editor margin at the target line or place cursor on the line and press F9.

  2. Click the Start Debugging button or press F5. This will build the project and attach it to Unity for debugging.

  3. Return to Unity and click the Run button to start the game.

  4. The breakpoint should be hit and you can now use the Visual Studio for Mac debugging tools.

  5. From the Locals pad, locate the this pointer, which references an EnemyAI object. Expand the reference and see that you can browse the associated members like Speed.

  6. Remove the breakpoint from the Start method the same way it was added-by either clicking it in the margin or selecting the line and press F9.

  7. Press F10 to step over the first line of code that finds the Player game object using a tag as parameter.

  8. Hover the mouse cursor over the player variable within the code editor window to view its associated members. You can even expand the overlay to view child properties.

  9. Press F5 or press the Run button to continue execution. Return to Unity to see the enemy cube repeatedly approach the player cube. You may need to adjust the camera if it's not visible.

  10. Switch back to Visual Studio for Mac and set a breakpoint on the first line of the Update method. It should be hit immediately.

  11. Suppose the speed is too fast and we want to test the impact of the change without restarting the app. Locate the Speed variable within the Autos or Locals window and then change it to '10' and press Enter.

  12. Remove the breakpoint and press F5 to resume execution.

  13. Return to Unity to view the running application. The enemy cube is now moving at a fifth of the original speed.

  14. Stop the Unity app by clicking the Play button again.

  15. Return to Visual Studio for Mac. Stop the debugging session by clicking the Stop button.

Task 4: Exploring Unity features in Visual Studio for Mac

  1. Visual Studio for Mac provides quick access to Unity documentation within the code editor. Place the cursor somewhere on the Vector3 symbol within the Update method and press ⌘ Command + '.

  2. A new browser window opens to the documentation for Vector3. Close the browser window when satisfied.

  3. Visual Studio for Mac also provides some helpers to quickly create Unity behavior classes. From Solution Explorer, right-click Assets and select Add > New MonoBehaviour.

  4. The newly created class provides stubs for the Start and Update methods. After the closing brace of the Update method, start typing 'onmouseup'. As you type, notice that Visual Studio's IntelliSense quickly zeros in on the method you're planning to implement. Select it from the provided autocomplete list. It will fill out a method stub for you, including any parameters.

  5. Inside the OnMouseUp method, type 'base.' to see all of the base methods available to call. You can also explore the different overloads of each function using the paging option in the top-right corner of the IntelliSense flyout.

  6. Visual Studio for Mac also enables you to easily define new shaders. From Solution Explorer, right-click Assets and select Add > New Shader.

  7. The shader file format gets full color and font treatment to make it easier to read and understand.

  8. Return to Unity. You'll see that since Visual Studio for Mac works with the same project system, changes made in either place are automatically synchronized with the other. Now it's easy to always use the best tool for the task.

Summary

In this lab, you've learned how to get started creating a game with Unity and Visual Studio for Mac. See https://unity3d.com/learn to learn more about Unity.





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