Cities: Skylines II [video]
31–40 of 92 posts
Re: Cities: Skylines II [video]
#32I just hope they intergrate QOL features so you aren't forced to use a ton of mods to be able to build out cities efficiently.
Re: Cities: Skylines II [video]
#33I notices that all the cities were quite small in the trailer. Except that very last one in the last few seconds with the zoom out from car-level which looked very box-arty. I hope the engine scales well.
Re: Cities: Skylines II [video]
#34My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…
There was also no mixed use zoning in the old game. Population sizes and things like bus capacities were generally wrong too but mods at least corrected for that for pc users.
What's being zoned at 0:56 is green buildings (residential) with blue bottom floor (commercial). And on 0:19 the corner building next to the intersection appears to be one of those, some type of shop on the bottom floor, apartments above.
Re: Cities: Skylines II [video]
#35My main gripe with city builders like C:S is that you start off in the modern age. Bam. Highways, utilities, concrete. I'd like to go from dirt tracks and outhouses to fully automated luxury gay space communism.
https://www.youtube.com/playlist?list=PLwkSQD3vqK1Q4BP-itzN6...
It starts with the indigenous Americans in wigwams, and goes from there. Pretty cool. (Watch at 1.25x.)
Re: Cities: Skylines II [video]
#36My main gripe with city builders like C:S is that you start off in the modern age. Bam. Highways, utilities, concrete. I'd like to go from dirt tracks and outhouses to fully automated luxury gay space communism.
Re: Cities: Skylines II [video]
#37Re: Cities: Skylines II [video]
#38The rendering looks really nice. Is it URP, HDRP, their own pipeline?
Unity has had an ECS framework under development for almost 5 years now, which could be a great fit for what this game is. Or maybe Colossal Order has engineered something similar, like Photon did.
VR Chat created Udon to better support untrusted scripting. Epic made Verse for Unreal Engine for Fortnite. Ahead of time compiled stuff doesn't vibe with the Unity modding ecosystem.
In my opinion, CS1 from an engineering point of view was a triumph for middlewares.
Re: Cities: Skylines II [video]
#39Will this just include all the dlc from cs1? Aside from the qol mods the community created c:s feels like basically a complete game. I’m interested to know what they’re adding.
This is a paradox published game sooo I’d guess it’ll include some stuff, but it’ll be a cold day in hell before they release a game with everything included
Re: Cities: Skylines II [video]
#40My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…