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there not being any detailing tools is probably the most reassuring piece of information that I've ever heard about this game
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# ? Sep 9, 2023 01:51 |
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# ? May 24, 2024 23:08 |
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Grand Fromage posted:Oh boy I do not like a lot of the stuff CPP is saying. No contour lines, no overlapping foliage, no decals, no props... The number of times he ended up saying "I'm sure there will be a better way to do this in the future" was not encouraging. Losing contour view is just baffling
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# ? Sep 9, 2023 06:43 |
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Two dollars twenty seems to like the game but he was really struggling with the trees taking years to fully grow. And that there was no way to change the ground textures or decals. I didn't see him use props either such is also a worry. I'm going to give it a miss until I see more of that side, I'm not interested in the 'game', i just like making realistic looking cities so I'm sure I'm in the minority.
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# ? Sep 9, 2023 06:43 |
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OwlFancier posted:Those seem like trivial additions outside of contour lines though. Contour lines will either be impossible or trivial. There's some really really easy ways to do it if you have the right access in the shaders, you can just go 'if worldspace.z % 1 < 0.05, highlight'.
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# ? Sep 9, 2023 06:51 |
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serious gaylord posted:Two dollars twenty seems to like the game but he was really struggling with the trees taking years to fully grow. This was one of the worst things in SimCity 4 and everyone who still plays it mods that mechanic out. I'm certain it will also be a day one mod here. What the gently caress are CO thinking? It bears remembrance that CO's thing is traffic puzzles and we perhaps shouldn't expect them to have a clue about the urban simulation or the bonsai end of things.
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# ? Sep 9, 2023 11:53 |
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They should just expose variables like tree growth rate to the user.
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# ? Sep 9, 2023 12:14 |
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MikeJF posted:They should just expose variables like tree growth rate to the user. Yes, this is the way to do it.
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# ? Sep 9, 2023 13:09 |
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This Silvarret video is great so far https://www.youtube.com/watch?v=NyctALLq36E He places a lot of trees as boundaries in fields, they get to a decent size not too long after he's placed them, maybe an hour or two in real time. The problem is the trees do not auto-rotate when places, so they do begin to look like clones, that should be an easy enough fix for the devs if they do it.
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# ? Sep 9, 2023 13:37 |
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serious gaylord posted:Two dollars twenty seems to like the game but he was really struggling with the trees taking years to fully grow. And that there was no way to change the ground textures or decals. I didn't see him use props either such is also a worry. Yea, I don't know what CO thinks growing trees adds to the game play besides frustration.
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# ? Sep 9, 2023 13:57 |
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It's a resource management thing with the logging industry. You can push it hard at the start for growth but once you exhaust the pre-existing stuff, the renewability is slower.
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# ? Sep 9, 2023 14:14 |
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MikeJF posted:It's a resource management thing with the logging industry. You can push it hard at the start for growth but once you exhaust the pre-existing stuff, the renewability is slower. Absolutely no one ever asked for this
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# ? Sep 9, 2023 14:25 |
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A game that simulates an economy, as with a city, for example?
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# ? Sep 9, 2023 14:35 |
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Eric the Mauve posted:Absolutely no one ever asked for this that's cool actually
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# ? Sep 9, 2023 14:53 |
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Oh yeah, economic realism is very important in this game that lets you build a town's worth of road complete with water and power infrastructure for like 20,000 dollars. It's a good thing that they ignore realism for fun in that case, and it should also extend to parts of the puzzle that CO themselves don't seem to personally care about (everything that isn't transport networks)
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# ? Sep 9, 2023 14:55 |
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'Waaah this game is only traffic' CO: 'we're putting lots of effort into the economic sim in the sequel to add depth' 'Waaah they're making us do things that aren't traffic'
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# ? Sep 9, 2023 14:57 |
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Well that's fair. I stand mistaken and corrected, apparently slow growing trees for the sake of logging industry verisimilitude are a desired feature after all.
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# ? Sep 9, 2023 15:09 |
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Yeah I'd be quite pleased with a bit more simulation in the industry. I am pleased with the logging and farming changes to make them a little more involved and look better once in place. Hopefully also grown trees contribute to beautification and are useful for parks etc. I like things that encourage you to pay a bit more attention to the landscape as is rather than just bulldozing everything. It would be nice if there were tools to build rows of trees next to roads etc. OwlFancier fucked around with this message at 15:14 on Sep 9, 2023 |
# ? Sep 9, 2023 15:11 |
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Hopefully farms won't produce hundreds of trucks this time
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# ? Sep 9, 2023 15:16 |
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I’d be totally down for roads not being instant, too. The extent we’ve gotten of that iirc is all the cement trucks that show up when you plop them in SC4 make the U-Drive It missions substantially more perilous.
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# ? Sep 9, 2023 16:11 |
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I hope they change the construction animation. Why every construction site needs a tower crane.
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# ? Sep 9, 2023 16:19 |
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As long as Skylines 2 doesn't have buildings in it, then I'll be happy!
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# ? Sep 9, 2023 16:28 |
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OwlFancier posted:It would be nice if there were tools to build rows of trees next to roads etc. It's not free standing trees, but I think they mentioned that strips of trees that act as a noise buffer or beautification is one of the upgrades you can install onto road segments. MikeJF fucked around with this message at 16:35 on Sep 9, 2023 |
# ? Sep 9, 2023 16:33 |
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mutata posted:As long as Skylines 2 doesn't have buildings in it, then I'll be happy! The ideal city simulator is one that has no buildings and runs no roads.
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# ? Sep 9, 2023 17:04 |
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"I want a city simulator, but only one that gives me the tools to simulate making my city look nice because that's the most important feature of cities."
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# ? Sep 9, 2023 17:08 |
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mutata posted:As long as Skylines 2 doesn't have buildings in it, then I'll be happy! Think there are two populations of players for this game, the people who are interested in the "simulation" and the people who want to create a bonsai city with and much detail and visual realism as possible. I'd argue that it's the second segment that's kept the modding scene and popularity of the game alive the past few years. Some of the decisions CO seems to artificially limit that freedom to create. Guess it's still going to be a mod heavy game.
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# ? Sep 9, 2023 17:11 |
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If I wanted to make a realistic city I’d just use blender
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# ? Sep 9, 2023 17:18 |
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GlassEye-Boy posted:Think there are two populations of players for this game, the people who are interested in the "simulation" and the people who want to create a bonsai city with and much detail and visual realism as possible. the second segment is pretty easily less than 10% of the player base
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# ? Sep 9, 2023 17:20 |
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I'm excited and look forward to the release. I'm going to make some ugly cities, be real bad with the managment and probably end up just destroying it to start over and over again. I'll also probably spend hours and days on doing the most mundane thing there is and enjoy every second of it.
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# ? Sep 9, 2023 17:24 |
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I want a game that simulates external time passing like SC2K/3K again, but it's probably not feasible from a production standpoint without using AI tools to generate all the assets you'd need for different eras of buildings and new vs aged versions of historical building types.
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# ? Sep 9, 2023 17:32 |
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Going to take a while for me to unlearn being afraid to touch the water. E: Tram tracks are another thing you can just add to the road like trees and grass, no tram roads. And you don't have to switch tools to continue them on their own as independent tracks. My tram loving ways are going to get upgraded. Grand Fromage fucked around with this message at 18:31 on Sep 9, 2023 |
# ? Sep 9, 2023 18:08 |
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turn off the TV posted:the second segment is pretty easily less than 10% of the player base Sure, but that doesn't necessarily mean what they said is wrong. Those people are almost certainly producing an outsized proportion of the mods, because they're the ones who want all the really precise tools. The real Holy Grail would be a game that is a solid management one and a bonsai sim at the same time, which I guess would be achieved by having a game that automatically populates various things with semi-random props and decals and the like. As it stands you're either going to be working at a level of abstraction and/or stylization that changes what is required to look good, like NewCity or Urbek, or you're downloading two dozen mods so that you can spend 5 ½ hours on your Sunday afternoon detailing a Target parking lot.
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# ? Sep 9, 2023 19:06 |
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MikeJF posted:It's not free standing trees, but I think they mentioned that strips of trees that act as a noise buffer or beautification is one of the upgrades you can install onto road segments. Oh yeah those are nice, and I hope there will be more modularity with the road types, but they have tools for building parallel to roads so it would be nice if those were incorporated into the decorative elements. GlassEye-Boy posted:Think there are two populations of players for this game, the people who are interested in the "simulation" and the people who want to create a bonsai city with and much detail and visual realism as possible. The two aren't mutually exclusive, I like crunchy simulations but CS1 didn't really have many outside of the traffic sim, so necessarily you are left with only the visual elements to expand upon. I am pleased that CS2 is adding more simulation and I hope it will tie into the aesthetic element. OwlFancier fucked around with this message at 19:17 on Sep 9, 2023 |
# ? Sep 9, 2023 19:14 |
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Koramei posted:I’d be totally down for roads not being instant, too. The extent we’ve gotten of that iirc is all the cement trucks that show up when you plop them in SC4 make the U-Drive It missions substantially more perilous. Absolutely agree. I want roads to construct and cause traffic headache, plus watching work trucks show up is neat.
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# ? Sep 9, 2023 19:29 |
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Grand Fromage posted:The ideal city simulator is one that has no buildings and runs no roads. I gotchu https://opoulos.itch.io/simnimby
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# ? Sep 9, 2023 19:55 |
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hello i am phone posted:I hope they change the construction animation. Why every construction site needs a tower crane. Yeah I lol’d at all the construction cranes for SFH
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# ? Sep 9, 2023 20:53 |
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I still maintain agent simulation is a poor way to make these games. If people want to do model railroading, so be it.
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# ? Sep 9, 2023 21:20 |
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Randallteal posted:I want a game that simulates external time passing like SC2K/3K again, but it's probably not feasible from a production standpoint without using AI tools to generate all the assets you'd need for different eras of buildings and new vs aged versions of historical building types. I was thinking the other day, city builder games are a genre where I think AI tools would be really interesting to implement. (The other genre is scribblenauts.) Instead of being limited to predetermined zones, you could let the player define their own zones and watch buildings grow in that style. E.g. you can attach the "mid-rise, mixed use zoning, Hausmann style apartments" tags to a zone and plaster it over a few city blocks. If you train the AI on a set of architectural styles and urban zoning and urban planning textbooks and you'd be most of the way there.
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# ? Sep 9, 2023 21:27 |
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The first thing you learn in basic planning classes is that developers control everything.
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# ? Sep 9, 2023 21:35 |
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The Maroon Hawk posted:Yeah I lol’d at all the construction cranes for SFH I kinda hope they don't change it, it's funny.
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# ? Sep 9, 2023 21:49 |
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# ? May 24, 2024 23:08 |
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Minenfeld! posted:I still maintain agent simulation is a poor way to make these games. If people want to do model railroading, so be it. Dooming yourself to a non scalable simulation so that players can click Follow on Chirper on a random guy for five minutes before they disable Chirper forever.
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# ? Sep 10, 2023 02:22 |