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Cities: Skylines II

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Re: Cities: Skylines II

#61
post #48
post #34

Earlier quoted context omitted.

I also hope that they'll let us build more "european" cities that aren't so horribly car centric and are more diverse. Hopefully we also get a bit more diversity of gameplay - Skylines got pretty repetitive quickly with only challenge being traffic optimization. The new DLCs didn't really add that much to gameplay except different things to paint between roads. I hope things like universities, industry, agriculture,…

I'm curious how much they'll pull over from the existing DLCs, the Plazas and Promenades pack does allow for pedestrian cities. But not in a European sense despite the dev being in Europe.

We could even begin with a concept of mixed zoning that's so standard in many world cities. The usual "stores on the street, apartments above" design.

(I was really surprised that actual USA is building cities the same way SimCity modeled - with complete separation between commercial and residental areas).

Re: Cities: Skylines II

#62
post #17

Well crap, I'm going to have some serious competition :D I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not). Time to get to work

Your game looks really neat! Wishlisted it. Can I ask what sort of tech stack you're building it on?

Re: Cities: Skylines II

#65

I hope they don't go again with a car-centric idea of city building, but seeing the steam page screenshots I'm preparing for disappointment.

there are no trains or buses in the trailer

You can see a bus at 1:27 and 1:52, but I really hope that the public transport system is better than what they showed in this first trailer, especially trains.

Re: Cities: Skylines II

#66
post #62
post #17

Well crap, I'm going to have some serious competition :D I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not). Time to get to work

Your game looks really neat! Wishlisted it. Can I ask what sort of tech stack you're building it on?

Awesome, thank you! I'm using C++ (custom engine) and SFML (graphics framework)

Re: Cities: Skylines II

#67
post #51
post #45

Earlier quoted context omitted.

Thanks! I agree with your feedback. I intend to have different options to mitigate the traffic if people don't want to manage it. My biggest inspiration for the game is actually roller coaster tycoon. I want to offer to the player the option to sit back and enjoy what they built (from scratch if they want!), and then switch back to managing and building their city, much like a theme park.

i like that idea. i would enjoy watching what i built. taking this as a springboard for a feature discussion: many sim games suffer from needing to build american style car centric cities. how is your approach here? could we build historical european cities? futuristic car-free ones? public transport like trams? separate bike paths?

I'd love to fulfill all of those options, and I plan to, but I dont think I will have them all available in the first release build. I'm the only developer working on the game, and the only other person I work with is the pixel artist.

So expect cars and sidewalks. Pedestrian-only walk ways should be possible in the first release.

Re: Cities: Skylines II

#68
post #17

Well crap, I'm going to have some serious competition :D I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not). Time to get to work

Yes. I'd rather buy an indie game with SOVL and pixel art than a big production. Just seeing the photorealistic images on the steam page is a turn-off. I'll take a game looking like SimCity 2000 or 3000 over that.

Btw I'm also working on my own indie game, it's quite challenging but I'm happy with progress I'm making by being consistent on it.

Re: Cities: Skylines II

#69

I have a hard time with freeform city builders like Skylines or SimCity. The amount of unrestrained freedom makes me question why I'm even playing. I have the same issue with The Sims or something like Planet Zoo. That and Skylines giving me a blank canvas paralyses me. How does one plan a city? Where do the roads go? It's the sort of game I want to love, but I just get so overwhelmed by the sheer number of options a…

There's two separate subgenres, and that's fine. Because its just a different game in general despite both being simulators. If you like Tropico, then you probably should give TwoPoint Hospital a try, as well as Ceasar 3, Cleopatra, and a few other games of the more "agent simulation" nature... with actual goals and challenges to defeat and win. Sim City / Cities Skylines is less about gaming and more about play. The…

Two Point Hospital is really a fantastic game. I'm curious how Two Point Campus is, I am not sure if I'm as interested in that one.

Re: Cities: Skylines II

#70

I have put many hours into Cities Skylines and I am really looking forward to this. The obvious thing people will want them to fix is traffic and vehicle pathfinding, put personally I hope they let us build more pedestrian-focused streets. I so desperately want to build walk and bike friendly cities with beautiful pedestrian malls and walking-only streets but the game kind of forces you to build out extensive car inf…

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