Hello dev team. I appreciate all work you have done so far but frankly you need to reinforce your foundation before adding more stones and floors on your build. I am posting this on the main page instead suggestions tab because I don't think that you're paying enough attention. All I want is helping you out with ideas on this path you are walking on and make sure the ground is solid for you.
I've posted some ideas on road mechanics earlier because after all, roads are what make a city, an actual city.
You can reach that topic right here
There will be some features from other video games indeed. So let's get started.
ROADS & CURVE MESHES
as an addition to the features above, in that topic;
Slope Fix Feature by Angles : Engineers build roads to optimize speed, and on many high speed concrete or asphalt roads the slope angle gotta be 7% (3.15°) maximum. like highways. Gravel roads doesn't have to be at 7% of course. So there should be a slope fix feature between -+[0% - 30%] 100%=45° Source: Wiki
Fill The Ground Under - Carve The Ground Above : After fixing the slope (ie: at 0% - straight roads), roads should carve the ground above straight down to the starting level and fill the empty spaces with 45° falloff soil below.
Roadside Concrete Erosion Barriers : We should be able to build these barriers easily by clicking on a UI on sidewalks by segment. And there should be a Positive (+) and Negative (-) buttons on the HUD. Positive one should cover the carved mountain or hill above the road, and negative should do the same below. Two option would be fine like straight and with 45° falloff. With this feature we will also be able to build perfect sunken roads.
Bridges : Bridges need to be upgradeable by segment and not affected by the water waves. it makes it bumpy.
Elevated Roads : Global minimum elevated road height is 4.80 mts. You should consider to add height snapping that starts from 4.80 and goes up. And it should disable the street lights of the road under to prevent crossing and add under bridge spotlights or something.
Modable Curve Meshes : For the ones who don't know, curve meshes are roads, quays, canals etc. in game. They are the combination of three main asset.
Start: The rounded road mesh where you started.
Mid: Segment meshes of the roads with line textures.
End: Same with the start.
If you can unlock them in asset editor with all three part and a proper preparation to make it work, we can make our owns.
Canals & Quays : Your canals look so metallic. You should definitely change it with nicely textured, straight down bricks. Start and End points should look like this and there is gotta be two main type. Straight and Sloped.
Game needs better looking and realistic quays with sharp edges at 90° bends. Not smoothed one.
Topolines UI During Road Construction : This will help us a great way while building roads by simply following the nature. -Transport Fever Feature-
ZONING
Bigger footprints is all I can say. You should add one more type as "High Density" to all residential, commercial and industrial variable between 8x8 or 12x6. And degrade all current high density buildings into "Medium Density"
For specialized industry like farm, oil and ore, we are going to need draw a rectangle zoning just like in Cities XL
LANDSCAPING & TEXTURING
in-game and map editor you should consider to make terraforming dynamic! So we can make natural arcs, caves and also cliff textures wouldn't stretched with this feature because polygons will divide every time we add more. But it will destroy a proper height map exportation of course.
As an other option at least make cliff textures work projectional with both way horizontal at spots with lower than 45° and vertical at more than 45° slopes. So it should prevent the stretching.
Higher Flow Power on Water: In your game, to make water flow properly we gotta make the depth at least 30 mts and width over 200 mts. Well this is not realistic at all. Mostly, rivers get tinier and tinier as long as the way down to the see. Because the soil drains and distributes the water in. Yet rivers have enough power to create deltas or lagoons at the end. And I'm talking about here 10-20 mts wide and 1-5 mts deep rivers at the end point. A normal in-land river should flow fine with 10 mts depth and 50 mts width.
Moss Texture [Ruined by Water] : Constructions like quays, canals and harbors should get moss texture masks in time at where the water hits the surface and below.
More Textures : Add more texture types in theme editor. 2 Different cliff, 2 sand and 3 grass textures for specific slope limits. 1 Snow, 2 Ruined textures as paintable. And farm textures for the feature in Cities XL
Normal Maps for Each Texture : This will give your game even more realistic look.
Color Tilts and Masks For Main Texture Types :
Make color tilts on land according to the height range which is adjustable.
ie:
Neutral: 0 - 100 mt.
Bright Brown: 100 - 150 mt.
Brown: 150 - 500 mt.
Dark Brown: 500 - 900 mt.
White: 900 - 1024 mt.
Global Color Masks : for grass and sand. So we can tile them large and make a variable looking grass and sand all over the land.
EDITED
I think that's all for now.
Cheers.
I've posted some ideas on road mechanics earlier because after all, roads are what make a city, an actual city.
You can reach that topic right here
There will be some features from other video games indeed. So let's get started.
ROADS & CURVE MESHES
as an addition to the features above, in that topic;
Slope Fix Feature by Angles : Engineers build roads to optimize speed, and on many high speed concrete or asphalt roads the slope angle gotta be 7% (3.15°) maximum. like highways. Gravel roads doesn't have to be at 7% of course. So there should be a slope fix feature between -+[0% - 30%] 100%=45° Source: Wiki
Fill The Ground Under - Carve The Ground Above : After fixing the slope (ie: at 0% - straight roads), roads should carve the ground above straight down to the starting level and fill the empty spaces with 45° falloff soil below.
Roadside Concrete Erosion Barriers : We should be able to build these barriers easily by clicking on a UI on sidewalks by segment. And there should be a Positive (+) and Negative (-) buttons on the HUD. Positive one should cover the carved mountain or hill above the road, and negative should do the same below. Two option would be fine like straight and with 45° falloff. With this feature we will also be able to build perfect sunken roads.
Bridges : Bridges need to be upgradeable by segment and not affected by the water waves. it makes it bumpy.
Elevated Roads : Global minimum elevated road height is 4.80 mts. You should consider to add height snapping that starts from 4.80 and goes up. And it should disable the street lights of the road under to prevent crossing and add under bridge spotlights or something.
Modable Curve Meshes : For the ones who don't know, curve meshes are roads, quays, canals etc. in game. They are the combination of three main asset.
Start: The rounded road mesh where you started.
Mid: Segment meshes of the roads with line textures.
End: Same with the start.
If you can unlock them in asset editor with all three part and a proper preparation to make it work, we can make our owns.
Canals & Quays : Your canals look so metallic. You should definitely change it with nicely textured, straight down bricks. Start and End points should look like this and there is gotta be two main type. Straight and Sloped.
Game needs better looking and realistic quays with sharp edges at 90° bends. Not smoothed one.
Topolines UI During Road Construction : This will help us a great way while building roads by simply following the nature. -Transport Fever Feature-
ZONING
Bigger footprints is all I can say. You should add one more type as "High Density" to all residential, commercial and industrial variable between 8x8 or 12x6. And degrade all current high density buildings into "Medium Density"
For specialized industry like farm, oil and ore, we are going to need draw a rectangle zoning just like in Cities XL
LANDSCAPING & TEXTURING
in-game and map editor you should consider to make terraforming dynamic! So we can make natural arcs, caves and also cliff textures wouldn't stretched with this feature because polygons will divide every time we add more. But it will destroy a proper height map exportation of course.
As an other option at least make cliff textures work projectional with both way horizontal at spots with lower than 45° and vertical at more than 45° slopes. So it should prevent the stretching.
Higher Flow Power on Water: In your game, to make water flow properly we gotta make the depth at least 30 mts and width over 200 mts. Well this is not realistic at all. Mostly, rivers get tinier and tinier as long as the way down to the see. Because the soil drains and distributes the water in. Yet rivers have enough power to create deltas or lagoons at the end. And I'm talking about here 10-20 mts wide and 1-5 mts deep rivers at the end point. A normal in-land river should flow fine with 10 mts depth and 50 mts width.
Moss Texture [Ruined by Water] : Constructions like quays, canals and harbors should get moss texture masks in time at where the water hits the surface and below.
More Textures : Add more texture types in theme editor. 2 Different cliff, 2 sand and 3 grass textures for specific slope limits. 1 Snow, 2 Ruined textures as paintable. And farm textures for the feature in Cities XL
Normal Maps for Each Texture : This will give your game even more realistic look.
Color Tilts and Masks For Main Texture Types :
Make color tilts on land according to the height range which is adjustable.
ie:
Neutral: 0 - 100 mt.
Bright Brown: 100 - 150 mt.
Brown: 150 - 500 mt.
Dark Brown: 500 - 900 mt.
White: 900 - 1024 mt.
Global Color Masks : for grass and sand. So we can tile them large and make a variable looking grass and sand all over the land.
EDITED
I think that's all for now.
Cheers.
Last edited:
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