Visualization & UI

The Isometric Grid

SynCity utilizes a classic fixed-angle isometric projection (2.5D). This ensures clarity in building placement and aligns with the grid-based logic of the simulation engine.

  • Tile System: The map is divided into a coordinate grid (X, Y). Every building occupies a specific footprint (e.g., 1x1, 2x2, 4x4 tiles).

  • Rotation: Buildings can be rotated in 90 degree increments to align with roads.

Visual Style: Neon-Noir

The visual direction combines structural realism with a "Synthwave" aesthetic.

  • Day Cycle: Clean, bright, and functional visuals to easily identify zoning types.

  • Night Cycle: The city transforms with emissive lighting. Windows light up, street lamps activate, and neon signs on commercial buildings glow. This provides visual feedback on which buildings are powered and active.

User Interface (UI) Layers

The UI is designed to be non-intrusive yet data-rich.

  • The HUD (Heads-Up Display): Located at the bottom of the screen. It displays current Credits, Population, Date, and Game Speed controls.

  • The Minimap: A simplified top-down view in the corner, showing the entire region and highlighting alerts.

  • Data View Modes: Players can toggle "Heatmaps" to visualize invisible data.

    • Traffic Map: Shows congestion in red.

    • Land Value Map: Shows high-value areas in green.

    • Pollution Map: Shows contaminated areas in brown/purple.

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