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CivandEUIII

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It could be somewhere in western Washington state like the puget sound area, that place is one giant coniferous forest.
Scandinavia is also quite partial to coniferous foliage, or so I've heard.
 

KeanoManu

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I recently bought Cities in Motion 2. I haven't had time to play it very much, but just a short look at the game are enough to see that the screenshots we've seen from Cities: Skyline are very, very similar to CiM2.

A few things that I've seen in that game that I think are worth mentioning. Note that this are from playing Cities in Motion 2 so some, or all, of it may already be in the Cities: Skyline. But since the games seem to be so closely resembling eachother I think it's safe to assume that Cities in Motion 2 are the base for Cities: Skylines.

I hope that Cities: Skylines will allow for some sort of grid when laying down roads. I played around a little in the map editor and it was really hard to get the roads right. It's great to have that amount of freedom, but it would also be great to have an option for a more grid based construction.

I struggled to get intersections correct or even to get the roads to align to buildings correctly.

So for Cities: Skylines, please add that if we, for example, hold down shift when we're about to build a road, the game will have a stricter grid and that it will attach to already existing intersections easier. And if we still hold down shift, or whichever button that are assign, after deciding where to start the road it should only allow for straight roads. Maybe in a 45 degree grid.

I'd also prefer it if there was an option we could use so that we're getting asked if we want to build a tunnel or a bridge. Sometimes I may actually want a road to go up over a mountain instead of a tunnel under it.

But the extended road building tool in the map editor was interesting since it gave very advanced options to customize our roads. I could choose if I wanted sidewalk, bus lanes and I think the last was a median. I hope that so many options, and more, will be available for our roads in Cities: Skylines. The amount of possible roads in the editor seemed to be much more than the amount of roads available in the actual game.

What I however do hope is changed is that when I build something over an existing building in CiM2, it just destroys the already existing building. That has to be changed in Cities: Skylines. Either it shouldn't be possible to build like that at all, or we should get a question asking if we want to destroy the building or not. There should also be a button available that we can hold down to make the roads align itself along the pre-existing structures.

Something that has been said before, but that can be said again, are that the cities need more life at street level. And I'm not talking about people walking around or doing stuff. What's needed are stuff on the sidewalk or between buildings. It looks very pale and dead in the screenshots, but also in CiM2. That has to be addressed. It's something that greatly affected the attractiveness of the cities in CiM2. And the cities in the screenshots we've seen of Cities: Skylines.
 

Victor Cortez

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T0Ufn2X.png

FSCEhev.png

What do the dotted lines represent? Where the optimal road should be?
 

SymphonyX4

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Aug 22, 2014
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What do the dotted lines represent? Where the optimal road should be?

They are the tangents associated with the curve and represent the starting and ending direction of your curve.

Horizontal_Curve.JPG


R = Radius
PC = Point of Curvature (point at which the curve begins)
PT = Point of Tangent (point at which the curve ends)
PI = Point of Intersection (point at which the two tangents intersect)
T = Tangent Length
C = Long Chord Length (straight line between PC and PT)
L = Curve Length
M = Middle Ordinate, now known as HSO - Horizontal Sightline Offset (distance from sight-obstructing object to the middle of the outside lane)
E = External Distance
 

Radiant Dawn

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Suggestions...

Is there still time/room for further development improvement?

If so, I would like to point out a few things that I think need improvement:

The overall look of the game thus far is awfully dark and dreary. For instance; there seems to be a lot of grey, like the roads, the buildings, and even the sidewalks. There needs to be more lighter to lighten up the overall vibe of the game. What happened to white sidewalks? White seems to be the default color for sidewalks. I rarely ever find grey sidewalks walking down the street. Also, it would really add a lot if you could create customization options for sidewalks; like perhaps brick sidewalks and cobblestone among others that could add a lot of artistic touch to certain areas of the city such as the downtown areas. Perhaps also a realism feature that wears out the streets/roads with use, for in real life roads and streets become a lighter shade of grey the more they are used. That would create a more realistic feel to our roads.
Perhaps you can add some zoning options to the streets so that buildings can be built on curved and angled streets and roads. Let there be no limits or bounds to what we can do and how we build our city, because there are little to none in real life, why should there be in the game? That would only put limits on the realistic aspect of the game and of our cities, which would practically defeat the purpose of a new city builder since the city builder simulation games already available are limited in the same, and what needs to become more advanced is the realism.
We need a tool for natural creation and decoration to improve our parks and streets. Nature and sculpture models add such a decorative touch to our cities and without these options, our cities can look very plain and dull. Decoration and natural creation is essential for city beautification. Perhaps create an option that allows us to align our streets with trees, flower boxes, hedges, street lights, and even sculptures and fountains, and also an option that allows us to choose what kind of these we want to place.
Large super-size maps that connect to our other maps/cities which can promote sharing services and resources with neighboring cities and city growth.
Lastly, customization is everything. We need to make our cities our own and be able to have features that will have our cities stand out from others', features that will have our cities our own unique work of art that can't be replicated or duplicated. Please give us features that will have our cities as a blank pallet on which we can create our own masterpiece that is set apart from others and portrays and reflects our own unique individual artistic style. I don't know how to be more specific; just customization, customization, customization in terms of everything as far as land terrain creation, buildings, decoration, etc. etc.

I am very interested in this project since I am practically fascinated with city building but yet have found too many bounds when it comes to what is already currently available with both Simcity and CitiesXL, although CitiesXL is perhaps the closest thing I could find to meet my needs and interests, however it is plagued with bugs and technical issues that continue to hold me back amongst other limitations that require countless mods to take their place, which can sometimes be a hassle, apparently esp for modders as moding seems to be a difficult and extensive task that requires a lot of time and effort, at least from what I've heard (I myself am not a modder). Because of my interest for customization, I don't necessarily want modding options to be eliminated, however I do wish they would be less needed and that there would be customization features/options that will already be available with the game that will enable us to customize many things without the need for modding. Though CitiesXL had a lot to offer, there's still so much more it could and so much room for improvement that I hope this new upcoming Cities game will cover, which is why I'm very interested and will be keeping a close eye on this project. I had been hoping for a new city builder simulation game that would offer what the other city builder games could not and thus make city building even simpler.
I am aware there seems to be a game development mentality that the first game of a series should have limits and should only be branched out if the game is successful in the market, however do bare in mind that if it has limits, that might be precisely what will keep it from achieving success on the market in the first place, in which case you won't be able to make any sequels because of poor sales, SO PLEASE DO NOT HOLD BACK ON THIS GAME!

Looking forward to seeing more!
Thanx.
 

CalPolyFan

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Oct 11, 2014
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eWy6R6h.png


The only thing that worries me about this is that the sidewalks look too wide, and that the buildings are "plateaued".. They suddenly jump in height..

That really worries me- the transition between building heights should be one story at a time, and getting a 3, 4, 5, 6, 7 story building as your economy and city size increase (and other factors) will be the most exciting thing about this game. If the buildings/ skyline suddenly change in height, or if too many of the heights are similar, this game is not going to be nearly as good as it could be.

Instead of having "high or low" density, I would just set density limits, and height limits, like most cities actually do.. that way you could have view corridors and control height and density on a sliding scale and could avoid the "boxy" look.

-Final thing; Make sure not to have too many skyscrapers- players should have to work for building height.. and a normal city doesn't have skyscrapers all over the place.. like they screwed up Cities XL with.
 

Svip

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The overall look of the game thus far is awfully dark and dreary. For instance; there seems to be a lot of grey, like the roads, the buildings, and even the sidewalks. There needs to be more lighter to lighten up the overall vibe of the game. What happened to white sidewalks? White seems to be the default color for sidewalks. I rarely ever find grey sidewalks walking down the street. Also, it would really add a lot if you could create customization options for sidewalks; like perhaps brick sidewalks and cobblestone among others that could add a lot of artistic touch to certain areas of the city such as the downtown areas. Perhaps also a realism feature that wears out the streets/roads with use, for in real life roads and streets become a lighter shade of grey the more they are used. That would create a more realistic feel to our roads.

I'm curious. Where are there white pavements?
 

cd concept

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Oct 4, 2014
187
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I noticed the road icon with the side walk and boulevard had a road that can only fit two vehicles on it . A good way to fix that problem is to make the sidewalks more narrow expanding the roadway giving more room to park vehicles on both sides. Or make a road icon with larger bouli
 

cd concept

Second Lieutenant
Oct 4, 2014
187
3
I noticed that you had a street icon with a boulevard and sidewalk .but the street could only handle two vehicles on the roadway . Maybe a good solution is make the sidewalks more narrow allowing the street to be wider to handle parking. Or you can make a road icon with large boulevards with sidewalks and street lamps that can be expanded to accommodate more vehicles in the future.
 

WilfriedWebber

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Oct 1, 2014
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As they have only three road corridor widths ATM, they design the roads accordingly to those widths so you you can easily up- or downgrade them within the given width.

If, e.g., the two-lane road corridor is 15 metres wide, and each lane is 3.5 metres wide (7.0m altogether), then you have 8 metres left for any kind of pavement/sidewalk, parking lane, or grass strip. You will get either a 4m wide pavement on each side, or a narrow, 2m wide, pavement with a grass strip or a parking lane/bay. Since the corridor is defined with a width of 15m, you cannot make the street any wider, or narrower, but you have to fit any combination into those 15m.
 

cd concept

Second Lieutenant
Oct 4, 2014
187
3
eWy6R6h.png


The only thing that worries me about this is that the sidewalks look too wide, and that the buildings are "plateaued".. They suddenly jump in height..

That really worries me- the transition between building heights should be one story at a time, and getting a 3, 4, 5, 6, 7 story building as your economy and city size increase (and other factors) will be the most exciting thing about this game. If the buildings/ skyline suddenly change in height, or if too many of the heights are similar, this game is not going to be nearly as good as it could be.

Instead of having "high or low" density, I would just set density limits, and height limits, like most cities actually do.. that way you could have view corridors and control height and density on a sliding scale and could avoid the "boxy" look.

-Final thing; Make sure not to have too many skyscrapers- players should have to work for building height.. and a normal city doesn't have skyscrapers all over the place.. like they screwed up Cities XL with.

You know what else would make those apartment buildings look more realistic? If the first floor had stores with big windows and awnings and signs that express what kind of commercial place it was. Those kind of apartment buildings would be used on the main streets of the city. Providing a commerce vibe just like the picture above this caption.
 

TotalyMoo

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