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co_fiirdraak

Vanilla Cities: Skylines Designer
Aug 20, 2010
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The variety of maps is an important part of Cities in Motion 2. One of the key ideas was to include a whole new map editor that would be powerful enough to create remarkably diverse maps. Moving away from the grid-based maps allowed us to have more natural-looking maps with hills, valleys and mountains – and the curvy roads to fit them.

Landscape
In Cities in Motion 2, landscaping is more flexible than ever before. The vastly upgraded mechanics allow us to create and modify the maps and achieve more realistic, natural areas. Maps can now feature high mountain ranges, lakes and rivers of different shapes and sizes, and thick forests (with various different trees) to name a few.

When designing the maps for CiM 2, the idea was to come up with different themes for the maps. The flexible toolset we have made it possible to do just that. The bigger maps could include a lot more nature as well as a huge city, making it possible to sculpt a mountain lake where the city circles around between the mountain tops.

city-and-nature1.jpg

Roads
Perhaps the most important new feature in making the levels are the roads. For the first time, we are able to create truly freeform roads. The roads are now more realistic and make real-life city designs possible. Also, the new road types help make the maps more interesting, both visually and game design-wise. Bus lanes and one-way streets give the players more options and encourage strategic thinking when laying lines. For example, it is now possible to create a New York one-way street layout of Manhattan. Also, making bus lanes speeds up player vehicles so they can move more freely through traffic. The mechanics also make it possible to create some wild highway junctions and ramps!

oneway-roads1.jpg
One-way streets

roads1.jpg
Bus lanes.

Roads also partly determine what kind of buildings are generated in a given area. Bigger roads, like avenues and multi-lane streets, typically generate buildings for the heart of your city, such as offices, while regular one or two-lane roads tend to favor smaller, suburban buildings such as tenements and detached houses. So, when laying new roads during play, the player can influence how the cities will develop over time. Obviously, the overall collection of buildings in an area can push the development of that area in a certain direction as well.

Buildings
Buildings in CiM 2 are divided into 10 groups, ranging from city center buildings to leisure, shopping, residential, industry, and so on. These buildings house different kinds of people and jobs, and affect how their surroundings develop when new buildings appear in the neighborhood. Of course, there is overlapping so that the transition from one area to the next is smooth and natural.

The second largest part of making the levels after the roads are laid down is the placing of buildings. Due to the dynamic nature of the game, the process is a bit different than in the prequel. The city's key areas are built by hand-placing each building manually, and when the first pass is done, the rest of the buildings are generated. Then, a second pass is made to inspect and enhance the generation process. This way, the maps stay consistent when the player starts building their network and making changes to the city through the influence of their lines and while building additional roads.
 

Zarine

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Those changes compared to CIM are great.
I'm just wondering if vehicules are now smarter and will overtake other vehicules or lane because that was one of the major problem in the first one and might be even bigger with those 5 lane roads.
 

unmerged(283422)

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The makers of the new SimCity should have taken notes from you guys! This game is shaping up to be a very awesome simulation of what people have always wanted to do with SimCity. Thank you guys for actually listening to your fan base and giving them what they asked for. I do have one question though, will you guys be putting catenary wires up for the trams? It just doesn't seem realistic to not have them for the trams as they are there for trolley buses. You guys are already doing so many things well this would just be a little icing on the cake to include this detail.
 
Last edited:

outohyypio

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Will cities build new road by themselves too? I'd like the city grow without me telling it how to. If completely random expansion is not possible could there at least a possibility to lay down guideline roads in the map editor that would only be build if there's enough demand? Please?
 

St. Leo

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Roads also partly determine what kind of buildings are generated in a given area. Bigger roads, like avenues and multi-lane streets, typically generate buildings for the heart of your city, such as offices, while regular one or two-lane roads tend to favor smaller, suburban buildings such as tenements and detached houses.

I take it that cities like Toronto where the opposite relationship holds (narrow road = downtown skyscrapers, wide road = suburban wasteland) will be unlikely.
 

Butelka64

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As you might have noticed, my brain is full of big ideas :p Another one that I've been thinking of is:

SEASONS

It's nice to watch our cities grow and thrive in full sunshine and under the light of the Moon, but it has always been fun to enjoy various times - from a full sunshine in the summer, to a heavy snowfall and freezing temperatures in winter, from the bloom of spring to the falling leaves of autumn. I guess everyone here knows how it should look - from beautiful to ugly views, with precipitation and clouds (all possible to switch off before loading a city), from the long summer sunshine to a short day in winter. And in my opinion, the seasons (beyond the visual effects) should have an impact on the transport - when it's winter, once it starts snowing, the drivers should have some difficulties in moving around, but there should also be plows appearing on some medium- and high-traffic streets. And when it's really freezing, some older buses may have problems leaving the depot!

Please, consider it as a serious feature for the game. It would be fantastic to experience seasons and the real-world problems connected to them - but nicely balanced (not too overwhelming in winter, not too easy in summer).
 

Jokurr

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The city's key areas are built by hand-placing each building manually, and when the first pass is done, the rest of the buildings are generated. Then, a second pass is made to inspect and enhance the generation process. This way, the maps stay consistent when the player starts building their network and making changes to the city through the influence of their lines and while building additional roads.

I'm a bit confused, I was under the impression that buildings were generated entirely autmotically, when you say the first pass is done "manually" do you mean that the player is the one placing the buildings?
 

DataTraveler

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I'm a bit confused, I was under the impression that buildings were generated entirely autmotically, when you say the first pass is done "manually" do you mean that the player is the one placing the buildings?
No, i think that it meant that when you start there are already a city ( build by the team "first pass") and then you are playing it develops randomly
 

ian9113

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I am very pleased with the direction the team have taken CIM! :)

It would be especially nice to see wall-to-wall European-styled buildings. Perhaps the building could have a set shape that is repeated and connected to other buildings in a spline-fashion. That way you only really need to make one such 'segment' that can be repeated with variations to form a suitably sized and curved building.

For building statistics (inhabitants, jobs, etc.) simply make one statistic for the segment and multiply it by the number of segments. The game could also include a parameter where buildings that spring up by themselves should be a certain number of segments long, so you don't get one building taking up a whole block, which is still sometimes useful/cool.

This segment idea could also be implemented for residential detached housing, where the walls of a yard are splines connecting to the end points. This way you could have seamless/more connected suburban neighborhoods with varying curvatures of roads!
 

co_fiirdraak

Vanilla Cities: Skylines Designer
Aug 20, 2010
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Hi guys! And thanks for the feedback.

@Zarine
Some of the road types are designed especially to ease the traffic when it comes to buses and such stopping and picking up passengers. It was one of the prevalent topics in CiM1 discussions and also one of our focus points.

@jpedro16
At the moment you need to plan the roads beforehand and build it the way you need or destroy the existing road and replace it with another type. But this is a good question and we are always looking how to implement new stuff into the game if it is possible (well, everything is possible except traveling faster than the speed of light unless you come up with an alternative method of moving i.e. wormholes and such but in this case "possible" as in feasible given the time constraints and other things that need to be looked at :) )

@outohyypio
You, the player, are in control of the roads once you start to play the game. You can build roads as you wish or you can just enjoy the maps as they are. The new buildings appear in the map according to how the city is and what the different needs for different kind of housing, office spaces etc. are at any given moment.

@St. Leo
It all depends on many separate factors: If you keep building only large roads and there is more need for residential areas, you might end up having a suburban area with wide roads. But it is a sum of many things in the end. Certain types attract certain features more than others but as the city evolves and grows and your network expands, the possibilities are numerous.

@Butelka64 & Apfelchips
Those are rather cool ideas and as an art department guy I can picture them in my mind pretty much the way you also described them. These are good the collect in our idea bank for further study.

@Jokurr & DataTraveler
The "passes" mean that in the first pass the buildings are placed manually (as in CiM1) and then switched to the generation of more buildings and then we (the devs) take another pass to do some more editing.

@ian9113
Nice idea with the building rows and spline technique. I am not sure how it would be implemented into the game engine (I'm a graphics guy) but I think it could be something worth looking into.

I hope these might answer some of your questions. And once again, thanks for the great feedback and ideas.

- Henkka
 

Barkydog

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Thanks for the pictures they look great and it's nice to see the game coming together so well. Thanks for explaining how the types of roads can influence the different types of buildings so if I'm planning a map and want a housing estate on one part of the map I would just build the one or two lane roads?

As for the placing of buildings is it possible to place some buildings ourselves? so if I place a block of flats or a house does the game then think ok this is a residential area so I will add in more houses and blocks of flats etc?

Also with the map editor when creating our own maps and cities does the game automatically place buildings or can we still place buildings ourselves?

Thanks for helping us all out with the questions and answers and for working on a great game which is sure to be a lot of fun.

I am really admiring those pictures that looks like a great city.
 

unmerged(526885)

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I am very pleased with the direction the team have taken CIM! :)

It would be especially nice to see wall-to-wall European-styled buildings. Perhaps the building could have a set shape that is repeated and connected to other buildings in a spline-fashion. That way you only really need to make one such 'segment' that can be repeated with variations to form a suitably sized and curved building.

For building statistics (inhabitants, jobs, etc.) simply make one statistic for the segment and multiply it by the number of segments. The game could also include a parameter where buildings that spring up by themselves should be a certain number of segments long, so you don't get one building taking up a whole block, which is still sometimes useful/cool.

This segment idea could also be implemented for residential detached housing, where the walls of a yard are splines connecting to the end points. This way you could have seamless/more connected suburban neighborhoods with varying curvatures of roads!

Yes! The spline technique has been mentioned alot frequently, and it should come to the developers attention that dynamic buildings as well as dynamic roads to accomplice them are the ultimate companionship! What's the point with square based buildings and curvy roads? It's just another flaw many simulation games have witnessed when they decided to incorporate flexible roads. We need flexible buildings! :)
 

unmerged(276733)

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Will game performance be affected with such large maps? Or does the new engine fix it all? :)

One thing that previous games Traffic Giant and Cities XL had was the ability to hide buildings (only show building foundations, marked by colors showing their building type), and the ability
to show pedestrians as only grey moving human shaped objects. For many this will probably enhance performance a lot, and might be worth considering :)

You guys are doing a terrific job so keep it up!!
 

hypnotoad2020

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Nice update. Too bad rail freight is not simulated. Would like to be able to build spurs to industry and stations/depots for passengers. Maybe some rail yards and roundhouses,etc. But mass transport's cool also.