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kent87

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Not really higher density, more higher quality.

When you zone an area, you choose between low and high density (provided you already unlocked the high density zones). When some conditions are met, like educated citizens and high land value for instance (but not only), the buildings in the zone upgrade. The consequences are different for industrial, commercial and residential zones of course but overall, the buildings have better results for the city and for the citizens.

thanks for the explanation :)
I have another question.. If we have only 2 types of density is that means that finally we will be have small residential/comercial and industrial buildings and skyscrapers? What about medium-density buildings? I love city with nice suburbs and city center with a lot of medium-density building and small skyscrapers area. Is that possible to control it? If somewhere is reply for this, I'am sorry, I have not seen it. Good luck in game development, I cannot wait next year!!! :D
 

co_motep

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Don't worry, you will get your medium density buildings precisely with the leveling of the buildings inside the zones :)

A low level high density residence will basically look like projects, and a high level low density residence will look like a nice villa or a really good apartment building.

Thank you, we can't wait either :)
 

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Just so you know: you're nailing the look of non-uniformity when zoomed in, but it doesn't translate when zoomed out. Not sure how to resolve it and it's not a major problem, but would be nice if that could be addressed.
 

TotalyMoo

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Just so you know: you're nailing the look of non-uniformity when zoomed in, but it doesn't translate when zoomed out. Not sure how to resolve it and it's not a major problem, but would be nice if that could be addressed.

I think the more unique buildings and more assets in general would solve this, or do you have any particular solution/issue in mind?
 

RedRalphWiggum

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I think the more unique buildings and more assets in general would solve this, or do you have any particular solution/issue in mind?

It's a tricky one, especially as I have basically no idea what I'm talking about and offering solutions to professional artists. though to be totally honest, it's possible a more pronounced difference in colour and texture of buildings would solve it. When you look at the zoomed-out screenshots, almost every building is grey or light blue. If you look out the window (you're 23 stories up so have a pretty good view) you'll see a lot more dark reds, blacks, etc.

In C:SL, we are building an entirely new city, but we may not want it to look like an entirely new city. all but the most ultra-modern cities have redbricks, soot-covered buildings, hideously-coloured ones (usually in the Bohemian district) and so forth.
 

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I think having a palette of colours for each model would help a lot. This would make the same models at least look different when zoomed out.
 

Sotrax

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Another question. On the screenshots, cars and trucks never run in the middle of the lane, they always run on one side, why is that? I saw at another screenshot that's because there were parking cars at the wayside, but there is no line or visual hint that this is a parking spot?
 

KeanoManu

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Thanks for the answers! :)

With the zone brush tool you can, theoretically, fill any of the 1x1 squares however you want. I'm not sure how it works practically but what I have noticed from playing our current alpha the game will find buildings that fit even smaller sizes. Might not go under 2x2 though.
Not really higher density, more higher quality.

When you zone an area, you choose between low and high density (provided you already unlocked the high density zones). When some conditions are met, like educated citizens and high land value for instance (but not only), the buildings in the zone upgrade. The consequences are different for industrial, commercial and residential zones of course but overall, the buildings have better results for the city and for the citizens.
Don't worry, you will get your medium density buildings precisely with the leveling of the buildings inside the zones :)

A low level high density residence will basically look like projects, and a high level low density residence will look like a nice villa or a really good apartment building.

Thank you, we can't wait either :)

To me it seems unnecessary complicated to leave all that to the zone brush. Wouldn't it be a good idea to let us have some filters when we zone instead?

For example, before we zone we can set a what type of development we want (dense mid-sized apartment, high tower, commie block) or a specific style (modern, colonial, arabic, chinese, or whichever styles will be released).

Every building could have a number of tags and when we zone we can then specify which tags we want in this neighbourhood.

I remember that Cities XL were supposed to have a feature like that, but like most good announced features it was stripped out of the game in the end to make room for the online part.

How is that unfortunate? ^^ Although Solna is a horribly boring place now that you mention it...

I love Solna, mainly because the world's best football club are located there. But suburbs in Stockholm are generally boring. There's no density. Small apartment buildings are often located side-by-side with single-family houses. After looking a little closer to the picture I see that the large white houses may not be small apartment buildings but rather large single-family homes. The picture still looks realistic and reminds me of Solna though. :)

So I tried to paint this map in a sensible way, I hope I managed. Basically the first solid square is the starting 2x2km block on this map. Once you unlock the next segment you can expand in any of the four ways indicated by the shoddily drawn arrows. So if you theoretically expanded into the lined square, you could then expand in any direction from that square too. So it's a dynamic growth. You could, theoretically, continue expanding only that way and get a 2x16km map.

Okay. So roughly half of the nine segments that we have available are active in that city?

It looks like a decent sized city. It's great that you will let us override the limit though.

I don't know how the game mechanics works but would it be possible to let some of the districts go into some sort of "sleep mode" where only minimal amount of simulation takes place if we go over nine sections? Similar to the regional play in SC4, but maybe with a little more simulation in the inactive parts. Or is it essential that all districts are active if they're built up for the mechanics to work?

Yes! The decoration tool will allow you to fill that with plenty of nice stuff to make it look more realistic and used.

Working on it! :) Don't think we have graffiti but a lot of sidewalk assets and variations.

Yes, decoration tool!

I'm pretty sure that's built using our park tool thingy.

That's great!
Looking forward to a dev diary about the "park tool thingy" :)

Oh yep, sorry I didn't see it in the big post.

Unfortunately, we don't have plans to make special assets for the shorelines for release. But the good news is that according to our code genius right here, it should be really easy to implement for modders provided they find the time to make the special assets. (Even if you want to create beaches in theory !)

EDIT : Whoops, I forgot to mention that we have a few assets like parasols and deck chairs that get along very well with the sand brush in the map editor. So you can already work with this.

That's a little disappointing but I understand it. I agree that there's probably more important things to get done at release. But alongside wall-to-wall zones it should be of high priority for an expansion so that we can build realistical city centers. :)
 

TotalyMoo

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ZZZZZOOOOOM OOOOUT HNNNNGGGGGGG

And there we go, another new image!

KcqrWCW.jpg
 

Goldiva

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Wow really yummy graphics work. Kilometers ahead of CXL and SimCity2013... And there's RESIDENTIAL DRIVEWAYS! Zebra crossing lines now slimmer too, change noted and thanks.

In the post #130 shot the vehicles seem to have real-time reflection? Regardless, nice works.

Good to see the latest pic above, closest thing to SC4 Region view. 1x2 lots possibility is also very cool. The possibilities...

And yes I love build-up waterfront too. The key is embankment. I imagine it could at least be achieved with water-enabled pedestrian roads with mason foundations or a boardwalk system.

And today we give you... ANOTHER SCREENSHOT! Woo!

ZPCzJQJ.jpg


All is well in the High residence, although they aren't particularly smart...
 

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Thx for the screenshot Moo! I really like the scale of things. My biggest gripe with "that" other game is the claustrophobic feel the cities have. Cities Skylines doesn't have that and am really pleased about it. From your above screen i see a natural feel to the Urban-suburban areas :).

Now going back to the "non-uniformity" topic: I would suggest that buildings (assets) have 2-3 textures each, one being randomly used when built. A red hued texture, yellow, green etc would do the trick. The texture remains the same, it just has a different hue color. As far as I know, CO models every building in their games (CIM1 & 2 at least) so having to make too many might be time consuming but am sure you can find a balance.

As a different idea, procedural generation of buildings would be even more awesome. You can generate a box (main body) with min-max dimensions, randomly pick a texture from the pool and assign a roof (if needed) and voila... you have tons of different houses/blocks/flats/villas, what have you.
 

Svip

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I am a bit disappointed that people in here thinks it's lens flare, because there isn't any lens flare in that screenshot.

512px-Lens_Flare_at_Borobudur_Stairs_Kala_Arches.JPG

This is lens flare.
 

medopu

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are there going to be more building variety as game develops further?

will we be able to mod road slopes, so that roads look smoother than right now?

Thanks
 

lemonsquid

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The only thing I dislike is how Firehouses/stations are represented. Although im American and from what I gathered is that this is a European setting, I still feel as though these firehouses are big, ugly monstrosities. If you looked to the country side most firehouses are long single story brick buildings. If you get into the urban environments you find old brick masonry again that are maybe 2-4 stories tall with 1 or 2 bay doors for fire apparatus. FD's have existed for over a hundred years and the buildings have remained whereas everything else has changed with time and I hope that gets represented nicely. Im hoping the Public Services(Fire, Police, EMS) and their involvement in transportation/traffic management will be portrayed realistically. In addition, I do hope to see police directing traffic due to fire/car accidents. EMS treating patients, taken away in stretcher and into the EMS van/truck. Also hope to see functional fire department ladder trucks. With that being said, I want to see fire trucks, engines, rescue , tankers, and brush apparatus. Understand the difference and the roles they play on scene :)

1920px-Ghostbusters_Firehouse.jpg
 

Bipin

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I agree! As an avid Sim City player, even then I found urban fire stations were few and far between. As well rural/suburban stations of various sizes are important. Fire stations such as the one pictured above, in New York City, would be prime examples of what I'd like to see catered to us North American players, in terms of inner-city stations. Coincidentally, I have a picture of that very same station, captured a month or so ago while traveling:

Picture:
8afcd25076381d462c42fd70aa6414bffd70b9ed75.png

I am a bit disappointed that people in here thinks it's lens flare, because there isn't any lens flare in that screenshot.

This is lens flare.

Depending on the image circle of the lens in relation to the size of the sensor/the crop factor, as well as the lens construction, lens flare can be manifested in a variety of ways besides what is typically seen. I know this first hand, with experience using my medium and large format cameras. Lens flare such as that seen above could be created by using an 8x10 lens and a smaller sensor (e.g. 120 film). Coincidentally, that setup may be used in aerial photography. That said, you could probably also call this "light leak", of a host of other things, no need to get into technical details. :confused: All that really matters is that this lens flare/JJ Abrams effect/light leak/glare/instagram/uh oh I wrecked my film effect has the ability to be reduced at the user's discretion. :laugh:
 
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