Looking for 2D graphics helps, enthusiatic and fun

tapasave

Chieftain
Joined
May 27, 2023
Messages
3
Hi civfanatics, :)

Probably stupid question, but...

I'm about to lunch my first independent version of 'Civ I'-stylish game for android.
Screenshots from real device atteched. This is based on original images of classic Civilization.
I looking for enthusiasts for help me and have fun.

What exactly I have at moment:
- all new game flow like in classic version;
- random map generation (bordered and infinity-scrollable-around);
- dashboard and small map;
- all tiles, military units logic;
- cities creating, handling;
- advisors pages, taxes, revolution;
- all pedia content like in classic game;
- movement of units on map;
- battles of units;
- same saving behaviour like in classic game;
- etc.

What should be next:
I'm planning to support any graphics/media/logic assets.
User can change visual content by one click, and still game with old classic Civilizatin-stylish logic.

So, what is the best way to find someones who can help me with assets for new reincarnation of legend?
Then we can enjoy with Civilization I (stylish) on Android every day!

Thank you, and advices and opinions are welcome :)
 

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Welcome! Wow another clone/port project guy, we've had a few of you appear over the last couple of years which is great to see!

Well you may find it useful to check out what's already here as maybe some of their solutions to various problems will save you time! However it sounds like you've already finished your engine and just need original non-copyrighted graphics? So maybe not lol!

Either way the big old opensource Civ1 clone thread is here:
https://forums.civfanatics.com/threads/civone-an-open-source-remake-of-civilization-1.535036/
Some of the projects talked about in there are:
https://github.com/SWY1985/CivOne
https://github.com/fire-eggs/CivOne
https://github.com/HonkiTonk/Civ-Klon

dom111 recently started his own CivClone project and has already made a lot of progress (& is possibly playable on android via web). His work is in this thread here:
https://forums.civfanatics.com/threads/yet-anther-clone.680494/

rahorvat also recently appeared and announced he's made great progress with disassembling Civilization 1 for Windows and translating it to C# in this thread here:
https://forums.civfanatics.com/thre...ation-1-contacting-sid-meier-directly.682623/

And if you're looking for custom Civ1 graphics then maybe Vaximillian and others work in this thread may interest you:
https://forums.civfanatics.com/threads/prettying-up-the-game-little-by-little.676211/

If you're as far along as it sounds and looks then we very much look forward to seeing your release.
.
 
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Hi civfanatics, :)

Probably stupid question, but...

I'm about to lunch my first independent version of 'Civ I'-stylish game for android.
Screenshots from real device atteched. This is based on original images of classic Civilization.
I looking for enthusiasts for help me and have fun.

What exactly I have at moment:
- all new game flow like in classic version;
- random map generation (bordered and infinity-scrollable-around);
- dashboard and small map;
- all tiles, military units logic;
- cities creating, handling;
- advisors pages, taxes, revolution;
- all pedia content like in classic game;
- movement of units on map;
- battles of units;
- same saving behaviour like in classic game;
- etc.

What should be next:
I'm planning to support any graphics/media/logic assets.
User can change visual content by one click, and still game with old classic Civilizatin-stylish logic.

So, what is the best way to find someones who can help me with assets for new reincarnation of legend?
Then we can enjoy with Civilization I (stylish) on Android every day!

Thank you, and advices and opinions are welcome :)
Nice! Great to see your progress here!

Is your work open source at all? It's be great to compare some calculations and approaches!

I have asset packs on my radar, it's be nice to either adopt an existing format (if one exists!) Or come up with something that can be easily applied so that these could be used across different implementations. My current needs are probably similar to yours so it'd be nice to be consistent! Happy to share any knowledge in this area when I get to it and happy to help think about a format if we need to devise one too!

Looking forward to seeing more progress here too!
 
Welcome! Wow another clone/port project guy, we've had a few of you appear over the last couple of years which is great to see!

Well you may find it useful to check out what's already here as maybe some of their solutions to various problems will save you time! However it sounds like you've already finished your engine and just need original non-copyrighted graphics? So maybe not lol!

Either way the big old opensource Civ1 clone thread is here:
https://forums.civfanatics.com/threads/civone-an-open-source-remake-of-civilization-1.535036/
Some of the projects talked about in there are:
https://github.com/SWY1985/CivOne
https://github.com/fire-eggs/CivOne
https://github.com/HonkiTonk/Civ-Klon

dom111 recently started his own CivClone project and has already made a lot of progress (& is possibly playable on android via web). His work is in this thread here:
https://forums.civfanatics.com/threads/yet-anther-clone.680494/

rahorvat also recently appeared and announced he's made great progress with disassembling Civilization 1 for Windows and translating it to C# in this thread here:
https://forums.civfanatics.com/thre...ation-1-contacting-sid-meier-directly.682623/

And if you're looking for custom Civ1 graphics then maybe Vaximillian and others work in this thread may interest you:
https://forums.civfanatics.com/threads/prettying-up-the-game-little-by-little.676211/

If you're as far along as it sounds and looks then we very much look forward to seeing your release.
.
@Blake00 Yep, I need original non-copyrighted graphics firstly. I have asset from original game in testing, but going to replace it in real production on something new.
Great resources you posted here, thank you for great link list.

In additional to new graphics I'm looking for engine logic (automatic actions by game engine on every turn):
- how all the alien military units choose a moving and battle directions on every turn by computer;
- how all the alien military units start a new action (for sample, start irrigation for settlers, or stop irrigation and start mining, or stop irrigation and move to other cell, or move and increase city population etc.);
- how every city select a building/wonder/unit once previous one is done, what logic to change it to something new, on every turn;
- how engine determine if there need to start new war state with every other civilization (broke peace), or opposite how engine determine every alien civilization to make prposal of peace with each one else;

Probably someone have the algorithms for scenarions above?
 
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Nice! Great to see your progress here!

Is your work open source at all? It's be great to compare some calculations and approaches!

I have asset packs on my radar, it's be nice to either adopt an existing format (if one exists!) Or come up with something that can be easily applied so that these could be used across different implementations. My current needs are probably similar to yours so it'd be nice to be consistent! Happy to share any knowledge in this area when I get to it and happy to help think about a format if we need to devise one too!

Looking forward to seeing more progress here too!

@dom111 Sounds good,
thank you for invitation.
I have my own solution/format for data in project: based on json description of entities (units, buildings, nations, etc), set of png files for elements on map, and png files of pedia.

I'm looking for engine logic too, please find my questions in previous post above.
 
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Well, I'm impressed that you invested such a time in recreating the game.

The thing is, I'm reconstruction the original code of CIV 1, and the things are progressing nicely. Although it would be faster if more people would get involved, but I suspect there are not many that are proficient in assembly and C# (that is the language I'm most proficient at) and the game is currently being translated to C#, and then to JavaScript.

If anyone is wondering why not translate it directly to JavaScript, well, because I made a translator/debugger that easily translates assembly code to C# and runs faster, also debugging and fault finding is more easy.

Also I plan for a game to be platform independent, perhaps HTML5/JavaScript, so you can login and continue game as you wish, from whatever device you wish, also a multiplayer games.

I'm also planning to recreate new assets (perhaps SVG) to be able to scale map easily. Also, a SVG is a more platform independent and scalable approach and can be used in any language nowadays.
The music/sounds can be made in any format as there are JavaScript libraries that support all formats.

Something to think about, perhaps, for a future ;)

Cheers
 
rahorvat also recently appeared and announced he's made great progress with disassembling Civilization 1 for Windows and translating it to C# in this thread here:
https://forums.civfanatics.com/thre...ation-1-contacting-sid-meier-directly.682623/
.

Just a quick comment, I adopted the DOS version (not Win version I started with) as suggested by gamers to be the best and original CIV 1 version that Sid Meier created. Other versions and platforms are just a ports as I understand things... :)
 
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