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JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


Your road system is better than anything I've ever seen in any city based sim, transport or otherwise. I'm stoked to see more, I think this is the game I kind of hoped SC4 would actually be!

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JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


Nition posted:

I was looking at some stuff by Timothy J. Reynolds just now, and I could imagine Citybound going somewhere like that with its graphics eventually:



I really like this approach to graphics and would be happy to see CityBound go in that direction. It seems, like TF2 and other games, to have a distinctive style that I imagine would prevent the game from looking dated for a very long time. I'm excited about Cities Skylines, but any attempts at realism get outdated as fast as graphics can advance.

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


Oh my god... That road building tool is genius and blows every other modern city sim out of the water, hands down. Good job!

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


I agree with Supraliminal insofar as it relates to PR releases surrounding the game. For die-hard city sim fans like myself all of Anselm's updates and fine tuning of the traffic system are like sim-porn to me. I love it, the depth of detail, the level of modularity... As someone who's played these games to death I can REALLY appreciate the consequences a well implemented traffic system will have.

That being said, for the more casual observer, their enthusiasm for this game may run out of steam if they just keep seeing road updates over and over again. After so many months as its been, I can see fatigue setting in with this and the Reddit thread- there's not as much to talk or get excited about for the casual city sim fan. Now as far as I'm concerned, this has more to do with flawed expectations of your average observer, especially for a 2 man team to complete a game independently. The game was revealed extremely early in its development cycle too. In fact, to some observers it may look like progress has slowed or reversed, since the earliest teasers of the project showed incredibly large cityscapes, now we're mostly getting updates about roads since the redesign. If you look at Cities: Skylines by the time we were exposed to any media surrounding it there was a functional game underneath. It's not Anselm's fault, it's just the nature of indie development; one needs to generate funds and interest and without the initial capital from working with a corporation you'll be limited to revealing your project early and hoping for donations.

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


I predict roads and procedural building generation to take up the bulk of his time from the point of view of gameplay mechanics. The rest should be gravy- even sea/air travel are usually more abstracted and conceptually easier to perform, especially without dedicated lanes.

I'm wondering if traffic accidents/jams will occur in the final product. It would be nice to have scenarios/challenges to work out grounded in reality rather than SimCity's monsters/aliens/meteors. I never personally played too much of them, but the old SC and SC2K scenarios were a neat idea- Say you start with Detroit at the beginning of its decline and have to retool the city's economy to prevent it from becoming a deserted hellscape.

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


I think Anselm mentioned you can pre-plan a road and fine tune it before constructing, unlike SC. If that's the case, I'm wondering if he'll implement construction times? It seems to me a good work around for implementing maintenance (without someone just deleting and re-paving), is to have road/transportation construction and destruction actually take real in game time to complete.

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


You can never cut the transit budget. You will always regret it.

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


Bit more enthused about Cities now. My excitement dipped tremendously when I heard about possible low population caps and abstracted agents. Still think it's dumb- along with small farms and airports. But between mods and the potential for really big cities/regions I'm cautiously optimistic.

I wish the game didn't look like you were playing SimCity 2013 with a permanent mild haze/smog. The washed out look isn't doing it for me. And it's not just the pastel thing because I actually like Citybound's aesthetic in its current state.

JVNO fucked around with this message at Feb 11, 2015 around 23:19

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


I'm posting in it, I was just commenting on the link in ModestMouse's post and the general aeshtetic of Cities vs. Citybound.

JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


I think you've finally designed a city sim with all the ui and depth of features us spergy mayors love.

I'll admit, I thought my enthusiasm for this project would die down as I scratched my city sim itch with Cities: Skylines, but these development videos continue to impress me.

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JVNO
Dec 2, 2006

Programmable Polyphonic Synthesis


StealthArcher posted:

Well, north Texas continues the trend really. Edmonton has a 3700 sq mile metro and is actually slightly less dense than even Houston.

By slightly less you mean half the density right?

I was going to mention how St. John's, NL is an utter failure of a city due to a pathological fear of density: Terrible parking availability, a large sprawl of copy pasted suburbs, a decaying urban core, and terrible public transporation. It's comparable to Houston's density, but with about 200k people...

Then I checked the 'Edmonton Capital Region' after your post and felt really sad for you. Oh well, at least you have a city that's less cruddy at the center of that Metro.

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