First special request for the next broadcast, need to stop unnecessarily jerking the camera around and cause bad taxi driver syndrome as in nausea. The driving in previous broadcast was way better. This one got so bad towards the end I had to stop watching and just listen to the audio. Otherwise it was overall exciting enough intro to new features.
Exciting stuff...
- Policies by District has finally taken form, albeit in alpha. Beautiful already...
- There will be plenty of policies which will have meaning and their effects shown by visual representation. Not 100 policies, but reading between the lines, 20 to 30 "standard" policies at launch. Presumably policies will be moddable. Can't wait.
- Pedestrian-only district policy is being implemented! Non-smoking too. Very yeepee worthy.
- Basic bus line sim nicely done. CXL players into bus line drawing will find that easier as no longer need to terminate at terminal.
- Bus bays are very sexy and "progressive" for genre fans. Never underestimate the fetish power of small things like this.
- Farm size issue being looked into...
Need to tune stuff...
- Camera jerkiness is evident even with good driver.
- Power lines have no reason whatsoever to sway in the wind when camera is at rest. Power line shadows...seriously why. These anti-alias-hungry uglies serve no visual cue function nor eye-candy purposes.
- Need to pay for power water smoke detector per building. Come on flat $5 per 3-room home or com tower? Some cities install these because they make money from selling power and water. Some cities actually charge for installing these. Perhaps need to pay for these for the 2 lowest level RCIs, as upgrade prompt? This is minor though. But the following is big deal.
- Tree Variation, indeed, about time to add a few more. Remember the awe entering FarCry world the first time? It was The Vegetation. Never underestimate the instant beautification power of greenery in open world games. The diverse shapes, or 100 shades of green. CSL tree types so far = one pointy alpine, one roundish maple. Both with cartoon-size leaves that sway too hard. No go. One visual design thing CXL did right was Speed Tree investment.
Since we're onto trees...
- Total trees and Proximity to trees should have meaning to: air-pollution reduction, cim happiness, cim health. This is universal, in real world, and in city sim genre. This includes trees on upgraded/ posher roads or trees added to lots. Pollution-clearing - natural air-scrubber aside, some trees in the real world are so amazing they are planted just to detox highly contaminated grounds.
Again, I continue to be pleasantly surprised by two things, what a 10-pax team has pulled off so far, and game devs sincerely asking for feedback!
Cheers
Exciting stuff...
- Policies by District has finally taken form, albeit in alpha. Beautiful already...
- There will be plenty of policies which will have meaning and their effects shown by visual representation. Not 100 policies, but reading between the lines, 20 to 30 "standard" policies at launch. Presumably policies will be moddable. Can't wait.
- Pedestrian-only district policy is being implemented! Non-smoking too. Very yeepee worthy.
- Basic bus line sim nicely done. CXL players into bus line drawing will find that easier as no longer need to terminate at terminal.
- Bus bays are very sexy and "progressive" for genre fans. Never underestimate the fetish power of small things like this.
- Farm size issue being looked into...
Need to tune stuff...
- Camera jerkiness is evident even with good driver.
- Power lines have no reason whatsoever to sway in the wind when camera is at rest. Power line shadows...seriously why. These anti-alias-hungry uglies serve no visual cue function nor eye-candy purposes.
- Need to pay for power water smoke detector per building. Come on flat $5 per 3-room home or com tower? Some cities install these because they make money from selling power and water. Some cities actually charge for installing these. Perhaps need to pay for these for the 2 lowest level RCIs, as upgrade prompt? This is minor though. But the following is big deal.
- Tree Variation, indeed, about time to add a few more. Remember the awe entering FarCry world the first time? It was The Vegetation. Never underestimate the instant beautification power of greenery in open world games. The diverse shapes, or 100 shades of green. CSL tree types so far = one pointy alpine, one roundish maple. Both with cartoon-size leaves that sway too hard. No go. One visual design thing CXL did right was Speed Tree investment.
Since we're onto trees...
- Total trees and Proximity to trees should have meaning to: air-pollution reduction, cim happiness, cim health. This is universal, in real world, and in city sim genre. This includes trees on upgraded/ posher roads or trees added to lots. Pollution-clearing - natural air-scrubber aside, some trees in the real world are so amazing they are planted just to detox highly contaminated grounds.
Again, I continue to be pleasantly surprised by two things, what a 10-pax team has pulled off so far, and game devs sincerely asking for feedback!
Cheers