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Yeah, I'm totally geeking out over the transportation side of this game, too. I really hope Anselm is getting the financial planning (in real life, not in-game) taken care of before he starts taking in money for alpha access, because holy hell did that bite Notch in the rear end when Minecraft started taking in money.
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# ¿ Jul 1, 2014 20:04 |
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# ¿ Mar 28, 2024 17:05 |
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pistolshit posted:I don't remember this being mentioned, but is it possible to have a planning layer or a system of laying down proposed roads, zones or buildings. That's the one thing that always bugged me about Sim City is that you couldn't really play around with geometries without paying for something. It would be nice if you could choose to say a new road is just "proposed", lay it down for free and then if you decide you don't like it you can move it or delete it or make it wider, etc. And then eventually when you're happy with the layout or when the city expands enough you click on it and change it from proposed to real and it builds out. Everything proposed could just be like 30% opacity or something. This is something I tried to explain/propose on the subreddit but you worded it much better than I did.
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# ¿ Sep 10, 2014 14:24 |
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If I remember right, the original "graphics" was literally text-style lines that had to be "redrawn" whole every frame, and that the rewrite switched out for an OpenGL tile map approach.
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# ¿ Sep 26, 2014 04:25 |
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That's a wonderfully dense nugget of information! I was thinking earlier today, "It's been a while since I've heard from the Citybound guys..." and lo and behold, an update!
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# ¿ Apr 27, 2015 18:52 |
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It's to be expected. Building an engine and frameworks and the boring nitty-gritty sort of stuff doesn't really make for compelling visual update material.
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# ¿ Nov 14, 2016 20:54 |