12-30-2025, 10:11 AM
(This post was last modified: 12-30-2025, 10:21 AM by akosberesi.)
I have played Gear City for some time. I think it is an almost perfect game, however, I have some ideas, how it could be really perfect. Its economic and technical simulation is excellent, giving players detailed control over their company – a huge strength. My main concern is the visual side, especially car design, which could be improved to match the game’s depth.
Up to the 1970s, car designs look beautiful, but afterward creating visually pleasing vehicles requires compromises. Since this is also an automotive simulation, and cars are inherently visual, this matters for the experience. I have a few suggestions to address this:
Hardpoints for components: Limit free placement of elements like headlights, grilles, bumpers, and mirrors. Each element would have designated slots, but minor adjustment within the slot would still be possible, preserving creative freedom while avoiding misaligned or floating parts.
Modular bodies: Replace fixed bodies with modular designs (nose, middle, rear), adjusted for era and car type. Elements would always align with the chassis and allow minor customization while keeping proportions realistic.
Era-limited components: Make certain parts (wheels, lights, grilles) unavailable in later eras when they no longer make sense, similar to how bodies disappear over time.
Chassis-based scaling: Ensure body elements scale logically with the chassis. For example, a 1300 mm wheelbase race car shouldn’t end up four meters long just because of the selected body. Motor size could also visually influence the car (e.g., large front engines extending the nose). I think, these can be easily solved by the modular bodies I recommended above.
Modular logos: Allow company emblems to be assembled from separate elements and used as hood ornaments, reflecting real automotive branding.
These changes could be implemented with the current graphics system, and they would allow beautiful, consistent designs from the earliest models up to the 21st century. This would elevate Gear City to a truly complete automotive simulation experience.
Up to the 1970s, car designs look beautiful, but afterward creating visually pleasing vehicles requires compromises. Since this is also an automotive simulation, and cars are inherently visual, this matters for the experience. I have a few suggestions to address this:
Hardpoints for components: Limit free placement of elements like headlights, grilles, bumpers, and mirrors. Each element would have designated slots, but minor adjustment within the slot would still be possible, preserving creative freedom while avoiding misaligned or floating parts.
Modular bodies: Replace fixed bodies with modular designs (nose, middle, rear), adjusted for era and car type. Elements would always align with the chassis and allow minor customization while keeping proportions realistic.
Era-limited components: Make certain parts (wheels, lights, grilles) unavailable in later eras when they no longer make sense, similar to how bodies disappear over time.
Chassis-based scaling: Ensure body elements scale logically with the chassis. For example, a 1300 mm wheelbase race car shouldn’t end up four meters long just because of the selected body. Motor size could also visually influence the car (e.g., large front engines extending the nose). I think, these can be easily solved by the modular bodies I recommended above.
Modular logos: Allow company emblems to be assembled from separate elements and used as hood ornaments, reflecting real automotive branding.
These changes could be implemented with the current graphics system, and they would allow beautiful, consistent designs from the earliest models up to the 21st century. This would elevate Gear City to a truly complete automotive simulation experience.
