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  • Co_Karoliina

    Cities in Motion 2 – On Creating Cities in Motion 2 – Developer diary #11 

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    Co_Karoliina
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    Published on 28-03-2013 14:21  Number of Views: 2230 
    Categories:
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    With Cities in Motion 2 nearing release at last, we decided to treat you to something more special today rather than another basic piece of game info. We have been very busy at the Colossal Order offices to make the last fixes to the game and polish the final details. It has been a long road to get here, but now we are very happy to be able to present a game that we can truly be proud of.

    At Colossal Order, we are currently a team of ten people. Making a large PC simulation game is a feat, but since we are all a bit crazy here, we are also working on another project at the same time. Cities in Motion 2 is our top priority, with the same designer-and-programmer team working on it as with the first Cities in Motion. For me, as the lead designer, it has been great to be able to work on a sequel, because I’m able to do most of the things that didn’t make it to the first game. I like how the dynamic cities work as a visual, natural way of showing the player’s progress in the game, how timetables give you much more control – and, really, I like to just sit and watch the little citizens go about their business. ...
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    Cities in Motion 2 – Timetable, Zones and Ticket Pricing – Developer diary #10 

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    Co_Karoliina
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    Published on 20-03-2013 16:23  Number of Views: 2117 
    Categories:
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    In Cities in Motion 2, ticketing and fares have grown far more detailed to reflect the varied needs of citizens travelling between different areas of your city. With the larger map size, it was a nice addition to have more ticket types as well as price zones. The system now has 4 kinds of ticket for each vehicle type, and monthly passes for most variations.

    Single fare tickets are for one trip without changing a vehicle. They are the cheapest tickets. The single fare ticket does not have a monthly version, but they’re fast and easy to use, and thus popular among citizens who don’t travel often.
    ...
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    Cities in Motion 2 – Day & Night Cycle – Developer diary #9 

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    Co_Karoliina
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    Published on 14-03-2013 10:51  Number of Views: 1193 
    Categories:
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    2. Cities in Motion
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    Day & Night Cycle

    One of the first features that we wanted to put in Cities in Motion 2 was the day and night cycle. It was a great way of graphically showing how time progresses, and also made it possible to create timetables and rush hours. On a city-scale transport simulation, having the cycle offers many, many possibilities to make the game more interesting. There are natural times of action and rest, both for the citizens and the player, and having parameters to modify citizen behavior gives lots of room for interesting tasks. It also adds more layers to the map: instead of the player just having to cover the whole map, there are now different times of day when citizens move differently, and all of these times can be optimized separately. To have the most efficient system, there can be tweaked timetables for all times of day to make sure the amount and size of vehicles is always just right for the amount of citizens wanting to travel.
    ...
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    Cities in Motion 2 – Dynamic Cities – Developer diary #8 

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    Co_Karoliina
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    Published on 07-03-2013 14:45  Number of Views: 1894 
    Categories:
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    One of the most important features in Cities in Motion 2 is Dynamic Cities, which simply means that the maps change during the game. We chose to make our maps a lot larger than in the first game, and with all this new space to build in, we wanted to make an environment that reacts to player decisions, leading to new, interesting situations in the game world. That’s how dynamic cities came to be.

    The most common way to play CiM2 is to have a pre-made map, or generate a city using the map editor. However, thanks to the mechanics behind dynamic cities, you can even start with a completely empty map and just start placing roads, and city buildings will be generated based on your layout. You can also place buildings by hand (even all of them if you wish, just like in the first game), but the building generation system lets you quickly create interesting road systems for your transport company, and the housing to go with it. You can also generate buildings and then choose to replace them with others in the map editor. ...
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    Cities in Motion 2 – Multiplayer Mode – Developer diary #6 

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    Co_Karoliina
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    Published on 08-02-2013 14:08  Number of Views: 1731 
    Categories:
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    One of the biggest differences between the first and second Cities in Motion is the multiplayer mode. The first CiM had ...
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    Cities in Motion 2 – More Vehicles – Developer diary #4 

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    Co_Karoliina
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    Published on 10-01-2013 12:53  Number of Views: 1638 
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    Cities in Motion 2 – More vehicles – Developer diary #4

    In addition to buses, trams and metros, we selected ...
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    Cities in Motion 2 – Basic Vehicles – Developer diary #2 

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    Co_Karoliina
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    Published on 17-12-2012 10:42  Number of Views: 3260 
    Categories:
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    The heart of Cities in Motion is the vehicles. Big and small, fast and slow, every vehicle is unique and gives its special flavour to the game. With Cities in Motion 2, we have put effort to making the vehicles better balanced and to make sure that every one of them is useful from the start to the end. The basic vehicles featured in Cities in Motion are bus, tram and metro—just like in the first game.


    ...
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    Cities in Motion - Developer Diary #5 - The Hofburg Palace 

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    Co_Karoliina
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    Published on 17-01-2011 11:24  Number of Views: 3977 
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    Hello people,

    My name is Tarkko, and I’m one of the environment artists at Colossal Order working on Cities ...
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