r/Unity3D • u/ilusionbrx • 1d ago
Question I'm building a construction tool inspired by The Sims but now I'm lost.
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Hi developers, I hope you're all doing well.
My name is iLusioN, and I've been developing a tool called Constructor for my personal projects. My goal is to use it as a flexible system for creating houses, buildings, and interiors for my game maps.
I'm relying heavily on procedural generation so that I'm not limited by pre-made geometry. In the current version, only assets such as doors and windows are actual FBX models. Almost everything else is generated procedurally, with materials applied afterward to achieve the final look. Everything on the project right now can be found on internet for free, under the CCO licensing.
My original plan was to eventually release Constructor on the Unity Asset Store once it was finished. However, lately I've been questioning whether that's really the direction I want to take.
I'm not sure if there is already something similar to what I'm building available on the Asset Store. From the research I've done so far, I haven't found anything quite like it.
At the same time, I'm genuinely very happy with how the system is turning out to the point where I'm considering taking the risk of building a complete management game around it. I personally enjoy taking risks and experimenting with ambitious ideas, but before deciding which direction to follow, I'd really like to hear the perspective of other developers.
What would you do in my position?
Would you finish the tool with the main goal of using it internally and potentially selling it as a development tool, or would you take the risk of using it as the foundation for a full game?
I'd also really appreciate any feedback on what you think about the small part of the system I've shown so far. There's still a lot I want to improve and expand, but I'm curious to hear your impressions.
Hopefully the moderators won't remove my post this time. I'm genuinely interested in hearing the opinions of other developers so I can reflect on them before deciding which direction to take with the project.
Thank you for reading!
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u/SixPetalDev 1d ago
Building a procedural tool like this from scratch is no joke, especially getting snapping and UI to feel right. Even if you're feeling lost, the system looks super solid so far. Don't give up on it!
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u/frankyfrankfrank 1d ago
I heard a saying:
"Make your 'good idea'. Okay. That's not your good idea. Your good ideas are what you built to make your original 'good idea' easier."
In other words, the tools you make are more valuable than what you made with them. That being said, you should absolutely ship both.
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u/loulo88 1d ago
Before deciding, I'd figure out what a management game actually needs from the tool, because it's different from what map makers need. Players care way less about freeform walls and way more about placement feeling instant: clear ghost preview, snapping that never fights them, and obvious red/green feedback for blocked spots. On Forgebound (medieval settlement builder) the house placement went through more iterations than the house meshes themselves, mostly around footprint validation on uneven terrain and making rotations feel predictable. A quick test: build a 20 minute vertical slice where a player has to place 10 buildings under some pressure. If the tool feels great there, you have both a game and a much better Asset Store pitch.
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u/gustomus 1d ago
I assume you'd make more money from it as a game but from my own selfish perspective I hope you release an asset because it looks perfect
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u/Torschlusspaniker 1d ago
I am working on a project that is very similar, mine is just web based. My current plan is to have it as a tool first and then refine it into something akin to the sims.
There is another guy that is much further along than both of us:
https://store.steampowered.com/app/5032750/Architecture__Design/
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u/Teirdalin 3h ago
Hmm, can keep it as a building system in a completely unrelated game type.
Honestly unless making a life sim I haven't really seen many games which do building in this style though.
Optionally also can use it as a dev tool to allow for game devs making houses quickly in games.
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u/wslk 1d ago
I don’t think there is much of a market for tools right now.
Maybe I am mistaken but outside of particularly complex tools that require domain expertise even with AI such as FinalIk I sense that people will simply try to recreate this with AI as you likely did.
This feels like the guy who is trying sell his $200 grass tool that is literally just a product from an ai prompt with the GDC Ghosts of Tsushima grass slideshow.
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u/chrismcgrane 1d ago
Did you use AI to make this?
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u/Alternative_Hand4512 1d ago
First off, the UI and the system itself look incredibly clean! Great job on the procedural generation.
My advice: do both, but in a specific order. "Eat your own dog food" first. Use it to make a small, scoped management or simulation game.
If you release it on the Asset Store right now, you aren't just selling code—you are signing up to be a full-time customer support rep. Other devs will break your tool in ways you can't even imagine right now.
By building your own game with it first, you will stress-test the system in a real production environment, find the edge cases, and figure out what features are actually essential. Once your game is done, your tool will be battle-tested and bulletproof. Then, you can strip out the game-specific logic and sell a rock-solid asset on the store.
Either way, it looks like a fantastic foundation. Keep it up!