this post was submitted on 17 Oct 2023
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[–] ForgetReddit@lemmy.world 40 points 1 year ago (7 children)

I hate how city skylines dominates this genre. I want something that’s more about the challenges of making a real breathing city with lots of options versus a traffic management simulator.

[–] WeLoveCastingSpellz@lemmy.dbzer0.com 20 points 1 year ago (3 children)

Checkout frostpunk if you want something more about keeping the city living

[–] 1984@lemmy.today 7 points 1 year ago

Frostpunk was absolutely brilliant, I loved every second of it.

[–] ForgetReddit@lemmy.world 5 points 1 year ago

Will do thanks!

[–] knexcar@kbin.social 16 points 1 year ago (1 children)

I thought the whole point of the sequel was to be an actual game this time.

[–] ForgetReddit@lemmy.world 12 points 1 year ago (2 children)

I just wanna build the kind of city I want to live in, which would mostly be car-free.

[–] knatschus@discuss.tchncs.de 9 points 1 year ago (1 children)

That was kinds doable in cs1 with mass transit, atleast private cars would see little use with lots of public transportation, did some island without a bridge and it worked fine. I believe you can give Industries train access now so i am hopefull

[–] Rentlar@lemmy.ca 5 points 1 year ago (1 children)

I'm hoping transmodal transport will work better, my industries all had long single-file lines of trucks waiting their turn to enter the freight station.

[–] knexcar@kbin.social 2 points 1 year ago (1 children)

Sadly one of the development diaries specifically said that train cargo stations will have a lot of traffic, so sadly I doubt it will be that different.

[–] Rentlar@lemmy.ca 1 points 1 year ago

I'll see how it is next week when it comes out. Since I think I will have management of the cargo train fleet rather than random trains deciding to pop in or out, I could potentially establish better supply lines.

[–] knexcar@kbin.social 3 points 1 year ago

Well they did release the Plazas and Promenades DLC

[–] Datto@lemmy.ca 2 points 1 year ago

So, not a lot of detail as this is a shit post account, but I mocked up a vector based system to use rather than grids which allows a city builder to run smoother and lighter on ram instead of basically being a giant spread sheet. Each path was a single vector and a data tree ties all the information to a single point on an infinitely divisible grid. It allowed a game to be more complex, and allowed for better road and other building elements.

I gave it away for free, hoping someone, anyone with more time on their hands would use it. Paradox now owns the rights to that system, they aren't using it, but they are likely making sure noone else does.

What's so bad about dropping grids and right angles, why can't a building be a shape other than square? Because it's cheaper to do and easier to mod.

If I ever have the time I'll whip something up in unreal as a demonstration. The original was unfortunately built in unity. The whole point was to allow buildings to follow curved roads.

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