Roads (connection between villages/cities) (2022)

Game Design and Theory Game Design

Started by Acharis May 20, 2014 04:15 PM

6 comments, last by ivan.spasov 8years, 4months ago

Acharis

Author

5,990

May 20, 2014 04:15 PM

Roads (connection between villages/cities) (2)

The question is partially artistic (very important! it should look reasonably good & clear) and partially design.

A small island country, you see villages, some cities and ports. I want to implement roads system (built by the player). Note that the exact placement of villages (nodes) is FIXED (the player only decides what is there (in a "map slot"), not where exactly it's placed on the map), so I (as a designer) can deal with some problems by proper map construction if needed.

How to make the road system (both graphical and interface)?

The first idea is to make some "build road" option after clicking on any village/city which would show DESTINATION ("neighbour" slots/villages/cites/nodes only) and by clicking you can build/upgrade a road/railroad. Also, my though is that maybe it should not be allowed to join any village with any village because it would look very messy (crossing of roads), so maybe some "distance limit" for the build road feature?

(Video) I Explored 10 Small Towns In Iowa | Midwest Road Trip Day 11

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

To avoid it being messy, and to make it easier graphically, how about having prebuilt roads, but they start out as dirt paths. Then the user gets the option of upgrading the paths to paved roads.

Orymus3

18,866

May 20, 2014 08:43 PM

I'd make an overlay with a greyed-out or reddish color coding of where you can build roads. For the purpose of keeping it open, some of these roads should not directly connect to other cities, but to "hubs". When creating the first road that connects two cities, make the hubs appear as well, but make sure other roads connect using the same hub (avoids visual clutter).

Should be fairly simple to implement that way.

(Video) Maths Problem: Connect the towns solution (Motorway Problem)

ivan.spasov

1,788

May 21, 2014 08:02 PM

As Orymus3 said, hubs are a valid idea. Let's look at this - several villages are able to connect to one bigger town that will act as a region capital. Each village can have a direct connection to the other and must have a connection to the region capital, be it direct or through another village. From that point, you can connect region to region with the connection points being the corresponding region capitals. A village in one region cannot have a direct connection to another village in another region. The way to get from that one village to the other should be through the region capital.

There are other ways to solve this problem as well. I would strongly suggest you look into some graph theory. With a proper understanding of graphs you should be able to solve a big lot of logistics problems as graphs are the actual thing used for real world road works and logistics.

LorenzoGatti

4,625

May 22, 2014 08:28 AM


The first idea is to make some "build road" option after clicking on any village/city which would show DESTINATION ("neighbour" slots/villages/cites/nodes only) and by clicking you can build/upgrade a road/railroad. Also, my though is that maybe it should not be allowed to join any village with any village because it would look very messy (crossing of roads), so maybe some "distance limit" for the build road feature?

My suggestion to limit nonsensical road construction is relying on the Delaunay triangulation of village locations: allow roads that are an edge of the Delaunay triangulation, and forbid all others.

It seems that you are able to move, add and delete villages during initial map creation to obtain a nice Delaunay graph (with appropriate numbers of neighbours, sufficiently uniform edge length, etc.)

(Video) Subrang ENJOY ang Pasyal namin sa mga VILLAGES sa ENGLAND | Village Life in the UK

Omae Wa Mou Shindeiru

Acharis

Author

5,990

May 22, 2014 10:29 AM


There are other ways to solve this problem as well. I would strongly suggest you look into some graph theory. With a proper understanding of graphs you should be able to solve a big lot of logistics problems as graphs are the actual thing used for real world road works and logistics.

One important thing, it is the PLAYER's job to solve these logistic problems :D That's where the fun is (how to lay down the road system properly).

That's why I'm not so fond of hubs... It's the player that should "invent" that there should be hubs (or maybe if there should be not in a particular map). The system should allow the player to have fun with laying down these roads, optimizing what route would make most sense and so on.

With hubs it's trivial (no decision to make), all neighbouring villages are connected to the nearest city and that's it, all you can do is upgrade these roads.

Delaunay triangulation

Interesting... So, are you saying I should limit the connections the player can build so no crossings are allowed? What if the player made a mistake and can't connect one village (easily) due to already existing routes that obstruct it? Does it mean there shoudl be allowed deletion of roads maybe? And above all, do you think the "no crossing rule" would be fun? Or maybe "build as you wish" (with exception to distance limiter - max length of a single road) would be more enjoyable?

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

Waterlimon

4,401

May 22, 2014 10:55 AM

(Video) The BEST City-Builder since BANISHED?! — Manor Lords Demo (#1)

I think a single crossing per road wouldnt look too bad if you make it so that they always cross relatively perpendicular to each other (you could even make it be a perfect square angle crossing if you did some fancy curve based roads)

Or some sort of tunnel where there is a crossing so that the roads wont overlap.

o3o

ivan.spasov

1,788

May 22, 2014 11:45 AM


There are other ways to solve this problem as well. I would strongly suggest you look into some graph theory. With a proper understanding of graphs you should be able to solve a big lot of logistics problems as graphs are the actual thing used for real world road works and logistics.

One important thing, it is the PLAYER's job to solve these logistic problems Roads (connection between villages/cities) (10) That's where the fun is (how to lay down the road system properly).

That's why I'm not so fond of hubs... It's the player that should "invent" that there should be hubs (or maybe if there should be not in a particular map). The system should allow the player to have fun with laying down these roads, optimizing what route would make most sense and so on.

With hubs it's trivial (no decision to make), all neighbouring villages are connected to the nearest city and that's it, all you can do is upgrade these roads.

You've got a point. However, if the player is to be free and as creative as he/she wants, then you always have the possibility of having messy logistics. Having the clean roads would imply restriction, at least to some degree. In that sense, you can maybe combine some stuff ? Since you do have the village positions preset, you can, as LorenzoGatti suggested, limit the crossings to a certain ammount. If you have designed the villages to be structured into a closed graph with the sufficient ammount of weight on each village, as a point, you should be able to build a road from any one point A to any one point B in the same graph. That does imply though that these connections are not going to be direct most of the time and that you will most probably need to go through a point C in order to reach point B. In that case, the road might not be as efficient as possible, however it will exist. By doing so and having the ability to cross an N ammount of times (N being the number that suits your needs), you should be ok and have a somewhat not ugly logistics system, without limiting the player too much and without having separate villages isolated.

(Video) Dasain Tour | City To Village | Extreme off-road muddy road Ride.

FAQs

Which roads link the villages with towns? ›

Village Roads are also known as Other District Roads or Rural Roads. These are roads serving the rural areas of production and providing them with outlet to market centers, block development, taluka or tehsil headquarters or main roads.

What kind of roads do we have in rural India? ›

Rural roads in India are commonly referred to as: Other District Roads (ODR): These are roads serving rural areas and providing them with outlets to market centres, block development headquarters or major district roads. They connect villages with a population of 1000 and above.

What is the road within a city or town is called as? ›

The roads within an urban area is called urban roads.

What are rural roads name and explain? ›

Rural Roads means “the roads serving the rural areas or other main roads other than the National Highways, the State Highways and the Major District Roads and the roads connecting the villages or groups of villages with each other and connecting nearest road of a higher category; Sample 1.

Why are roads important in rural areas? ›

Improved rural road infrastructure enables connectivity and safe mobility. It also affects access to health, education and economic opportunities. Almost a billion people globally have limited access to road infrastructure.

What are village roads? ›

Village Roads roads are built to ensure domestic movement within the villages. The local self-government is responsible for the construction and maintenance of these roads. Thus, Panchayati institutions are responsible for the maintenance of village roads.

What are the 3 main classifications of roadways? ›

Roadways are classified by how they function within a transportation system. Functional classification divides these roadways into three categories: arterial, collector, and local roads. Typically, travelers will use a combination of all three types of roadways for their trips.

What were the roads that connected the major cities called? ›

A ring road (also known as circular road, beltline, beltway, circumferential (high)way, loop, bypass or orbital) is a road or a series of connected roads encircling a town, city, or country.

What are the four major types of roads? ›

The following photos and information illustrate the four major road function classifications: Interstates, Other Arterials, Collectors, and Local roads. The amount of mobility and land access offered by these road types differs greatly.

Who is responsible for roads in villages? ›

The local self-government is responsible for the construction and maintenance of these roads. Thus, Panchayati institutions are responsible for the maintenance of village roads.

What are district roads? ›

(2) District Road- District Roads Link the towns with the district headquarters. They are maintained by the corporations and municipalities. (3) Sate Highways- State highways Link the state capitals with the different district headquarters.

Who among the following maintain the district roads? ›

The correct answer is Zilla Parishad. District roads connect district headquarter to other places of the district. Zilla Parishad construct and maintain the district roads.

Videos

1. Maths Problem: Connect the towns
(singingbanana)
2. Ghost Towns Along The Highway
(John Mellencamp)
3. The Empty Towns & Villages of Louisiana - Cross Country Road Trip Day Four / 9 States in 9 Days
(TheDailyWoo)
4. Ghost Towns of Colorado
(Revere Overland)
5. NaxRide by Village Road View Near by Dhaka City
(NaxRide)
6. Colombian Towns Linked by Amazing Method of Transport || ViralHog
(ViralHog)

Top Articles

Latest Posts

Article information

Author: Duane Harber

Last Updated: 10/07/2022

Views: 5767

Rating: 4 / 5 (71 voted)

Reviews: 94% of readers found this page helpful

Author information

Name: Duane Harber

Birthday: 1999-10-17

Address: Apt. 404 9899 Magnolia Roads, Port Royceville, ID 78186

Phone: +186911129794335

Job: Human Hospitality Planner

Hobby: Listening to music, Orienteering, Knapping, Dance, Mountain biking, Fishing, Pottery

Introduction: My name is Duane Harber, I am a modern, clever, handsome, fair, agreeable, inexpensive, beautiful person who loves writing and wants to share my knowledge and understanding with you.