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drunkill posted:Just wondering how you'll set the game up, being from Germany you'll probably call trams Trams or Light Rail and (hopefully) not streetcars, but will there be an option to have left hand drive cities or roundabouts or even bikelanes as a road/vehicle type?
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# ¿ Apr 22, 2014 22:01 |
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# ¿ Apr 27, 2024 03:12 |
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Iunnrais posted:Question about Agent/Statistical interaction.
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# ¿ Apr 23, 2014 18:43 |
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What about tunnels and bridges, will those be buildable anywhere?
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# ¿ Apr 25, 2014 21:13 |
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Best of luck with quitting the job anselm. Just be careful not go down the path of Dwarf Fortress. I had no idea Japanase railway laws were so much more competent than ours. If only the idiots in charge of ours could learn from them. Vahakyla posted:http://www.train-fever.com Poil fucked around with this message at 17:06 on Apr 30, 2014 |
# ¿ Apr 30, 2014 17:03 |
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Baronjutter posted:In a huge city do we really want to be micro-managing funding to individual roads or intersections?
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# ¿ May 3, 2014 00:56 |
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Neat, but cars only being able to turn right after leaving a plot was something that caused a lot of anger over in the sc2013 thread if I remember correctly. That solution to the time passing is probably the best way to go about it. It reminds me a little of how Europa 1400 The Guild solved it. Way back when that game was made they had day/nigh cycle, seasonal changes and years all combined. It worked like this, Day 1, spring 1400 Day 2, summer 1401 Day 3, autumn 1402 and so on.
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# ¿ May 7, 2014 10:46 |
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Baronjutter posted:I know I'm probably in a minority but I've never had any interest in disasters in any of these sort of games. Disabling them is always the first thing I do. They're rarely a challenge, just an interruption and then tedious re-building. To me a good disaster in a city builder is a traffic jam, an economic problem, a pollution problem, basically results of the systems of the game and your choices. Not just "there's an earthquake, now spend 10 min bulldozing and re-doing a bunch of your work".
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# ¿ May 16, 2014 23:19 |
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anselm_eickhoff posted:Well the problem is that the word alpha has just lost all it's meaning now,
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# ¿ Jul 1, 2014 22:18 |
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ToastyPotato posted:And we also have no idea how long this game will even take to be made and what an average PC is going to look like, power wise, when it is done, so talking about adding limitations now is pretty stupid, especially when the base engine itself is still largely unfinished.
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# ¿ Jul 22, 2014 21:51 |
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Have a good trip. Make sure to study the roads and city planning.
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# ¿ Sep 23, 2014 23:11 |
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I still think Austria is the correct answer. But that wouldn't require a new language, I think. Italy then?
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# ¿ Oct 14, 2014 23:16 |
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http://satwcomic.com/how-the-north-works
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# ¿ Oct 15, 2014 23:59 |
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Parking prices get even better when they're controlled by private interests whose only concern is to make as much money as possible from the parking. But the average car can easily hold 4 people so you could probably halve the parking required for work places.
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# ¿ Oct 23, 2014 21:30 |
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You do realize that the case is to protect the parts from damage, dust to some extent and of course someone knocking over a glass anywhere near it, right? For gods sake that's an expensive and annoying accident just waiting to happen.
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# ¿ Nov 18, 2014 17:10 |
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Well if the game can utilize 64bit and multiple cores properly you'll get a ton more power to work with. No, I'm certainly not bitter about anything.
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# ¿ Jan 12, 2015 16:26 |
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Mr. Powers posted:You did have to put some thought into what to put where so you could find elevator expansion. I wasn't patient so I'd build lots of condos for quick payout and then have no recurring revenue.
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# ¿ Jan 13, 2015 15:54 |
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NatasDog posted:Road repair crews would be really awesome; I don't think any sim has ever done that. Being able to watch as traffic backs up and starts seeking alternative detour routes would be fun to see.
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# ¿ Jan 14, 2015 15:43 |
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I would have to be impossible to remove lanes/roads that were undergoing construction or players would just bulldoze and rebuild to avoid dealing with them. Also if road maintenance ends up on a slider, you can't cut back on funding to avoid having construction work messing up traffic without regretting it.
Poil fucked around with this message at 17:43 on Jan 14, 2015 |
# ¿ Jan 14, 2015 17:40 |
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I'd like to see a double roundabout with another double roundabout above it to handle larger volumes of traffic. That'd be fun to see in game (possibly not to drive through). With a bit of clever ramp placement it shouldn't be too difficult.
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# ¿ Jan 15, 2015 00:50 |
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I've gazed into the abyss of seriously spergy road tools.
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# ¿ Jun 9, 2015 13:25 |
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Holy poo poo in city planning.
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# ¿ Jun 20, 2015 10:18 |
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Good of you to move out of that place. Also loving MULTITHREADING!
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# ¿ Aug 9, 2015 11:02 |
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Personally I'm worried about that overly detailed mechanics will end up tanking performance without giving enough of a gameplay benefit. Something that works great in a hamlet ends up making the game unplayble once you're reaching city size. But I'm sure that's been mentioned, thought about and discussed several times before. anselm_eickhoff posted:Let it be known that I keep an eye on my beloved SA thread and that the above-average thoughtfulness that is often displayed here is an important source of inspiration!
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# ¿ Mar 20, 2017 14:22 |
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Baronjutter posted:Yeah, it was really annoying in simcity 2000 hunting down and replacing old power plants. Just loving auto-rebuild or bake it into the upkeep costs. If the power plant lasts 50 years and costs 5,000 just let me check a "fund replacement costs" box and have it deduct an extra 100 a year. In Sim City 3000 you had to do the same with garbage facilities and water pumps as well. It was awful. But still better than the loving slider micromanagement of Sim City 4.
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# ¿ Mar 22, 2017 00:13 |
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It would've been so much better if the ticket sliders were percentage based instead. For example they start set at 100% and that auto adjusts with the economy or whatever and you can raise or lower for certain groups or modes of transport. Or just leave it out entirely because it's annoying.
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# ¿ Mar 23, 2017 00:14 |
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# ¿ Apr 27, 2024 03:12 |
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Baronjutter posted:There was a city builder that had a really cool concept where you built a heaven and a hell, you were managing the afterlives for a whole planet and it had a lot of really cool stuff. It had a horrible major flaw though, every single loving building in the entire game had basically a slider for funding. Depending on your population and a few other factors there was a single objective correct optimal setting for this slider to be and it was horrible busywork. They knew it was awful so they added a simple button you could press at any time and it would auto-set all your sliders. Oh but to press this button cost a ridiculous amount of in-game money. You had to pay to not do pointless busywork. Ruined the game. They could have entirely eliminated the entire mechanic because there was more than enough other stuff to do. I looked into that game but it just didn't seem very fun to me for some reason, and I didn't know about the sliders thing. The concept seemed cool though.
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# ¿ Mar 24, 2017 00:11 |