TOUTSIMCITIES

Cities : skyline

message posté le 22 août 2014 à 18h24

Avatar

phalanxs

  • maître wiki
  • Sud-ouest
Ce qui est cool c'est que les villes feront au max 36 km^2 (et non 38 comme je croyais au début). Ce qui veut dire potentiellemnt des aéroports avec une échelle réaliste.

Artica vous attend, sur le forum et sur le wiki !

message posté le 22 août 2014 à 20h28

Avatar

dvchronique

  • administrateur
  • Montréal
S'ils cherchent à plaire aux déçus de SCS et SC2014, ça risque d'aller dans la bonne direction!

Il y a probablement des fans de SC4 dans l'équipe de conception...

dv

----------------------------------------------------------------------------------
Tu m'as dit: «Le noir, l'arabe, le blanc ou le juif sont à l'homme ce que les fleurs sont à l'eau »

message posté le 22 août 2014 à 20h31

Avatar

kevin7115

  • membre
  • Bourgogne / Saône et Loire
En espérant qu'ils ne se basent pas QUE sur ça :|

message posté le 22 août 2014 à 21h07

Avatar

Paribas

  • membre
  • Strasbourg
Would someone who was bored with Sim City a long time ago actually enjoy this game?

Yes! You like zoning and placing roads right? For the record. I played and enjoyed the latest Sim City about 6 hours. We’re building a game you can play for 600 hours.

Will Cities Skylines have an unlimited money mode/option/cheat so you can create whatever city you want without having to worry about the city coffers?

Yes! You will be able to just build. It might be made as a mod, but it will be available at release.

With the built in modding tools this is definitely doable.

Is it sandbox only, or is there a regular gameplay mode as well? I’m afraid that a pure sandbox would get old a lot faster than having to budget and watch your coffers.

I’m not sure if I understand your question. Unlimited money mode is sandbox, but you can still have the unlocking features of the game, that let you build towards getting to create miracles. Even with unlimited money you would need to do certain tasks to get to the end game content.

Are you using Unity engine for this game like Cities in Motion 2 or using different engine?

Hi, Cities is built on Unity in the same way as CiM2. But we certainly have rewrote and improved on many features!


Will there be any agricultural building/zoning options? If I wanted to make a small town with farm land surrounding it, would it be possible?

Totally possible. Agriculture is in the game.

Will there be regions where we will be able to connect our cities?

There is an outside world, but you don’t see other cities. They will just conveniently buy any surplus goods your industrial area produces and ship out stuff you need.

Will there be beautification options for roads? i.e. having a garden along the middle of an avenue, having a street lined with trees, etc…

Yes, there will be plenty of options for different road types.

Coming from a transport focused playstyle, have you decided on whether you’ll be keeping the same depth there? Or will you be making sure that players don’t have to play a whole game (and spend their time managing it) within this game?

Transportation is made lighter and more streamlined, since Skylines in not about it but rather the cities. We do have many options, like planes, trains, metro and buses, but you don’t have to go to ticket prices or setting schedules.

Will we get the option of make underground and overground metros?

Currently it’s underground only. But then there’s trains also :)

Is there a option of naming and renaming streets? (at best, given evry a estate a number/adress – maybe automatically?)?

At the moment there no street names planned. City districts can be created and named, and each building has a name automatically generated.

What kind of DLC model will Cities Skylines be following? i.e. how much content and what type of content will be put into DLC

We are looking into something similar to Crusader Kings II and Europa Universalis IV; Major expansions together with a patches full of free stuff, and some minor dlc besides

Generally at Paradox – we follow a “reverse peel the onion approach” – ie we make a base game that’s as solid as can be. We then follow up and add layers to the onion making the game experience deeper and bigger.

Sometimes we add really specific stuff – say Muslim rulers for Crusader Kings 2 – (with the Sword of Islam expansion) while at the same time we general gameplay improvements/features for the game – new provinces for everyone, the claim system, new events, new empires.

People who want to play the specific muslim stuff can buy the expansion. The rest get a ton of free features/content.

The idea for Cities Skylines is roughly the same. We want to keep adding a lot of free stuff and do paid DLC for stuff that’s either cosmetic or fairly specific.

As long as people keep playing and want more content we want to keep adding.

There will be some kind of pre-order bonus – so technically that’s DLC. But we’re not locking content behind DLC day 1.

Let’s temper your expectations a bit – we don’t have spaceships at launch.

Will have humor style like SC classics?

Are we Finns humorous? I’m not sure, should we try regardless?

This question is regarding parks. I think giving players robust tools for placing parks really can add realism to a city. For example, fountains, plazas, zoos, bike paths, and trails are typically found in real life cities. Will this game offer players multiple types of parks?

Yes! We are working on a tool that actually lets you create unique parks with the game assets and place those. There are also pre-made parks, naturally. We want to give the player room to be creative with parks, just having the same few types is too boring!

We’ll have to see what we come up with the parks, but I agree they are a big part of any city.

This is actually one of my favourites, I hoped you all enjoyed the park that briefly blinks by in the trailer, it was yours truelly that made it :)

Can you please explain a bit more what you mean with modding support? Will we (the community) be able to create and load own 3D-Models?

Yes, actually, with specially designed tools :) We will reveal a bit more on the exact nature of the modding tools later, they are still in development.

Yes, that’s the plan!

Will there be events happening in Cities: Skylines?

We really love that as well, and as you say it worked great in CK2.

Cities Skylines will not have events as such at release, we wanted to focus on making a really solid core game.

However, this is on top of our wishlist as something to add later to the game!

In Cities in Motion 2 you employ a brush style to determine fare zones – will this concept be implemented in Cities:Skylines? In particular for zoning, parks/greenspace, and identifying cultural / business centers?

Yeah, this is done via the district tool where you can zone your city in different districts and set local policies and specialisations.

Cities Skylines has a built in beautification tool where you can create parks and define their in-game stats and then simply add them to your city.

I LOVE this tool, probably spend almost as much time there than in the actual game :P.

Building designed parks will be easy and fun :)

So, are the bridges = rollercoasters officially in?

Well, the one you see in the trailer was built by our trailer-guy Steven in-game in a few minutes, so you can make pretty weird roads/bridges.

So when you say hardcore, how hardcore are we talking? What kinds of things can we expect that will make this a truly immersive sim in terms of city building and city feel?

Somewhere between SC4 and Cities XL? We don’t want to go overboard and Dwarf Fortress it – but still allow depth. We expect modders to do really, really hardcore stuff. Depending on what people ask for we’re shift post release content/feature in that direction.

We are aiming to make a game that is easy to learn but has depth for players who really want to delve deep into optimizing the city. It’s not so much the difficulty of the game, but the amount of things you can tweak in your city.

As Cities Skylines follows Cities in Motion, how extensive will the transit infrastructure options be? E.g. dirt roads, streets, roads, one-way roads, avenues, highways, underground/elevated roads, trains, subways, monorails, maglev, ferries, helipads, various sized airports, etc…

Strictly horses actually, we wanted to go back to basics.

Actually, I think this is a question that the devs are better on answering

Will there be landmarks (Ie famous like the Statute of Liberty or Eiffel Tower)?

What kind of city builder would it be if we didn’t?

So, we are looking into that, but here is also where we really hope the community will go at it. The game will ship (according to plan) with built-in tools to import 3d objects, and to be able to share them easily on Steam Workshop.

Any chance of an in-game tool to build stuff like that?

Absolutely! The game has an in-built asset importer that will allow you to create your own buildings and will use Steam Workshop to share them with other players

How much will the game cost or what price range are you aiming for?

We’re looking at starting at $29.99 – that’s HALF of some other management games. But we’ll likely have some kind of Digital deluxe edition, or even a super collectors edition (if there’s interest) – is there?

$30 is too low for a good sim game. Make it more expensive or offer me a collector’s edition.

You guys have no idea how many people are starving for a good city management. Well, maybe you do, based on how many people rushed to buy SimCity 2013.

I want to give you guys more than $30, so make that Collector’s edition become reality! And available outside US too.

We actually do know how much they’re starving. We’re them and that’s why we’re making the game. We first spoke about making this game like 4 years ago. Our hopes were dashed last year and we said “eff it – let’s a make a proper city builder ourselves”

Theyre nice fellas. SC is a fine game, it’s just not the game we’d like to play.

Why is there no enforced online mode? I heard it was a must have feature and requirement these days?

Thankfully advances in technology have enabled us to do all city management calculations locally on your PC. We don’t have to do them in the cloud anymore, which you know, was the ONLY way to do it a few years ago.

Will there different road types (american, german, english etc) just like in City xl?

We don’t have roads divided by geographical location, but there is a nice selection of roads, like decorated versions with lower noise pollution of each type, highways and special highway ramps.

The road types are not categorized by countries.

Will there be any future tech within Cities Skylines? E.g. fusion/microwave power plants, fully automated cars, personal air cars, arcologies, etc…

The game timeline lets you go a little bit into the future, so there are plausible inventions like a fusion power plant.

Hmm, this is a good question. We’re not going too far in the future, but there might be room to add some future tech there.

Will it feature regions like in the Simcity series?

Nope. It’s an interesting concept/feature if done correctly though. But we don’t expect you to depend on other players/cities in order to build a big sweet city.

There is an outside world, but it just buys any surplus your city produces and offers resources and goods if your city needs something. To get the highest tax income your city would produce everything itself, but the outside world is there to help you.

The cities will be 36 square km, not necessarily in a square

So, it will be like other titles, where you develop just one big city? Or there are districts, or something like that?

There are districts that you can set yourself and set different policies in the districts to make them be different from each other.

Yay! I’ve always wanted that. I used to put up signs in SC4 to create imaginary districts. Can I name the districts and see their names in the city?

Yes :)

Will there be an alpha/beta program?

We’re looking into it. Definitely something closed through the Paradox forums.

Would someone who was bored with Sim City a long time ago actually enjoy this game?

To be honest. We’re not out to kick anyone in the balls. SC was OK. This is a different type of game.

Will there be disasters in Cities: Skylines like in the Sim City series? If so, what kind of mayhem can we look forward to?

It’s on the roadmap. We’ll see when it’s added. What kind of disaster would you like to see?

Do you plan making Steam Early Access for Cities: Skylines? Also how much will the game cost? Will it be $20 like Cities in Motion titles or will it be $50 like AAA titles? Thanks.

No Early access. It’ll be around $29.99 – half of some other management games ;)

No Steam Early Access, we aim at release a finnished product.

Price point we are looking at is 29.99 USD, a little heavier than CiM2 as it is a much bigger game, but no AAA leve

The skylines have a very newyorkish look. single skyscrapers or houses. any chance to get the “european block” modus into the game?

Paradox is a Swedish company, Colossal finnish. At least 30% of the audience will be German – you do ze math :)

What we are aiming at from start are modern looking cities, these are cities being built today. This means that the cities often will look a bit “American” or “Middle Eastern (think Dubai) as they are generally built more recently. But we are looking into adding more classical building, maybe something we will throw up in the Workshop?

Will the game have regions like SimCity 4 and what will be the maximum city size?

PS Don’t let this game be shit :<


We are doing our very best to not let it be shit ;D The map consists of tiles. Each tile is 2 km x 2 km and one city can have nine of those. You get to choose the tiles from 25 tiles on the map. The area is all seamless so you can have a pretty huge city! There are no regions, but there is a world outside the map that buys excess goods and ships resources if your city needs something.

There are no regions, but map tiles have attributes like a possibility for a certain outside connection (seaside for harbor, train tracks for train connection) and natural resources. So selecting map tiles to expand to lets you choose what kind of a city you want to play.

The maximum city size is 9 map tiles, one map tile is 2km x 2km. You start with the first one and then get to unlock more land for your city. PS We’ll do our best to avoid it.

How much of CIM-2 ideas will be available in skylines? (Fantastic trailer by the way!)

There’s many different road types: small, large, decorated version of each, highway, highway with noise barriers, gravel road… Transportation is streamlined from CiM 2, so the tool for making lines is easier and faster to use and no timetables or ticket prices need to be set. The timetable depends on how much budget you give to transportation: the depots get the amount of vehicles they can with the money and divide the vehicles to lines based on line length. You get income from tickets.

Parts of it will, but as Mariina said, it will be streamlined. Bunch of different transports types, including some not in CiM2, but no tickets, schedules etc

Thanks! We take all the feedback in and try to learn from our previous titles. The difference between Cities: Skylines and CIM2 is a city builder vs transit manager, so naturally we’re looking this one with new ideas.

Really looking forward to Cities: Skylines, Is there anything that any of you would really like to see in the game, but probably wont make it into the final version?

We’ve got to make a lot of tough calls for the launch version – luckily a long post launch plan is what’s worked great for our games in the pas.

My favorite that probably won’t make it: KAIJU’S!

Would you consider publishing specs for custom content creation (buildings in particular) before release? (So enthusiastic sc4 modders like me can get a head start :-)… And secondly, will wall-2-wall building placement be supported?

I’m not sure about the wall-2-wall building placement. We’ll look into the guides for modding later on and maybe can release them a little bit earlier. We’ll have to see when we’re closer to the actual release. But if you can save your 3D models in FBX format, you should be already well set.

Are buildings dependent on lots (a polygon) or do they grow dynamically based on zoning? If dynamic, can roads expand lanes and not require the building to be destroyed?

Buildings do have lots, but there are buildings of all lot sizes so there won’t be any weird looking empty space left. If you upgrade or downgrade an existing road, the zoning is preserved but if the road size changes, buildings are automatically destroyed (only zoned buildings! You can’t accidentally destroy for example a hospital) and new ones spawn.

Would you consider publishing specs for custom content creation (buildings in particular) before release? (So enthusiastic sc4 modders like me can get a head start :-)… And secondly, will wall-2-wall building placement be supported?

I’m not sure about the wall-2-wall building placement. We’ll look into the guides for modding later on and maybe can release them a little bit earlier. We’ll have to see when we’re closer to the actual release. But if you can save your 3D models in FBX format, you should be already well set.

Are there plans to generate in-game maps using external map data (e.g. OpenStreetMap, Google Maps, etc)? Most of us love the idea of running our own home towns.

As the basic goal in the game is to build a city we haven’t planned that you could generate in game maps (road networks etc). However with the map editor you’ll be able to create a landscape of your choosing to start building the city on. Importing a height map makes the landscape pretty realistic starting point.

Currently, There’re no Linux/SteamOS in the system requirements on the game’s Steam page. Will these operating systems be supported at launch (or later)?

Linux will be supported (see PC requirements).

Will be added. Linux/OSX will be supported!

Think different!

Linux System requirements now added. Enjoy http://store.steampowered.com/app/255710/

Will the game have a third person mode? (that you can run or drive through your city)

We have no current plans for this. But you’ll be able to use the camera rather freely.

Can you llist why this is better than the new Sim City? because I bought that and got burned really bad. It looksworlds better, I just want some facts.

Instead of doing point by point comparisons I’ll paint in broad strokes.

Our cities are big 36km2
We ship with mod tools
We generally focus more on systems/features than on visuals.
Districts – you paint districts with brush tools and then can change policies/rules for them specifically. What makes Soho soho? What makes harlem harlem? It’s your policies and rules
So what’s the climate system like? All the management games I’ve played like Transport Tycoon etc. seem to be in a vaguely temperate place with deciduous forests even if maps consist of thousands of kilometers! I want to manage an oil rush town in the middle of tundra for a change! Or an entirely new city in jungle ;D

It’s a cool feature but not a focus are at launch. Like you say – it’s often added to the games as an afterthought. If we add it we really want it to impact the game in a big way.

Skylines will have different terrain types for maps. I’m eagerly expecting the artists to finish the desert terrain so I can make Dubai ;D

The game will ship with three different climate zones: Northern European/Mid-west Southern European/California-isch Dessert

Yeah, if you are talking proper weather and seasons (something Swedes and Finns know quite a bit about ;)) it is not in the game at launch. It is something that should be done properly and right and would require quite a lot of work.

Is a spanish version also coming? we had CiM1, but no CiM2 (even though we could translate ourselves the strings)

Likely. I think we need to sell 500 copies to break even on spanish. So that’s a si.

What languages ​​do you want to publish Cities: Skylines?

We usually go for the “big ones”. English, French, German, Spanish, Portuguese, Russian, Polishand also try to do Japanese and Chinese. It depends on how big the game gets. Bigger = moar languages.

I’ve never played any of the CiM titles, but you can bet your best sock that I’m interested in Cities: Skylines. I’ve been waiting for a proper city builder since SimCity 4 began to show it’s age, which was pretty much the day I got a dual-core processor. So, 2005ish?

My question is this: Will C:S have any terrain editing tools? I always enjoyed expanding shorelines in SimCity after leveling off hills, pretending that I was moving earth from one place to another.


YES. they are really fun to play with right now. The other day I made a mountain and dropped a huge drop of water on it and spent the next 5 minutes watching that water spread and settle. good times.

In Skylines that would be done in the map editor. It will be included in the game and there’s loads of nice tools for shaping terrain. You might enjoy our water system, where you can actually place water sources and they will act like real water, flowing to fill low areas.

At the moment it’s planned to be limited to map editor only. One of the reasons for this is the simulated water system Skylines has. If you would do a minor change in the terrain while in the city you might flood your city and it takes some time for the water to evaporate, which is boring because you have to wait.

I know probably can’t get specifics, but would you describe this as a more expansive or larger area to build a city on than the (very restricted) tiny room in simcity 2013? I often find that game revolves around tearing down one thing to fix something and causing another problem in the process because of the small room.

It’s a lot bigger. About 36km2.

We’ve optimized the game for cities of that size. BUT – The sweetest feature is that we’ll have an option where you can uncouple the limitation and go bigger. but that’s up to you and your hardware :)

I’d love to see what PCGamers Large Pixel Collider can do :)

Will we can make roads wider on top of the existing ones?

God I hope so. that actually made me stop another game I can’t remember the name of.

Devs? Please deliver.

Will there be hand-made buildings or they will be procedurally generated?

The buildings are handmade with love from our talented artists!

Are Trams expected in Sities Skylines and if yes, will be there overhead contact system?

Unfortunately there are no current plans for trams. Adds it to the wishlist

Will things like airports and harbors etc be ploppable (meaning that they are brokken up in small building, roads, object etc. so we are able to make them more realistic) or will they be fixed buildings?

At the moment they mostly will be fixed buildings.


Suite de des questions réponses ici : : clicquez ici

message posté le 23 août 2014 à 00h30(message édité)édité le 23 août 2014 à 00h34 par dave8888

Avatar

dave8888

  • membre
  • Rennes, France
Évidemment en lisant les différentes réponses, j'avais la furieuse envie de sauter de joie partout dans mon appartement.

Mais mon esprit ne cesse de me dire : doucement mon petit! On est en phase "vive la communication", alors calme toi!
Alors c'est mignon tout ça, mais on verra un peu plus tard quand on confrontera avec la réalité.



J'ai bien peur que EA ait définitivement détruit mes illusions et mes espoirs et que je suis devenu définitivement raisonnable.

Jeux de gestion addict!

message posté le 23 août 2014 à 01h57

Avatar

Paribas

  • membre
  • Strasbourg
dave8888 a écrit

J'ai bien peur que EA ait définitivement détruit mes illusions et mes espoirs et que je suis devenu définitivement raisonnable.


Haha ! Oui faut dire qu'on s'est bien fait violé par EA et Monte Cristo (et Tilted Mill) :aie:

message posté le 23 août 2014 à 20h12(message édité)édité le 23 août 2014 à 20h14 par dvchronique

Avatar

dvchronique

  • administrateur
  • Montréal
Bah... Je n'inclurais pas Monte Cristo dans ce «Gangbang» vidéo-ludique! Mais là n'est pas la question... ;)

Je suis comme dave8888... Ils nous présentent le jeu de rêve... Comme MC avant eux... À l'exception que CXL, dès le départ n'était pas modable... Ça peut faire une grosse différence... Ils semblent vouloir laisser une grande place à la création... et ça, j'aime ça!


Tout ça devient vraiment intéressant!

dv

----------------------------------------------------------------------------------
Tu m'as dit: «Le noir, l'arabe, le blanc ou le juif sont à l'homme ce que les fleurs sont à l'eau »

message posté le 24 août 2014 à 17h28(message édité)édité le 24 août 2014 à 17h29 par The Rock

Avatar

The Rock

  • modérateur
  • Sherbrooke/Québec/Canada
wow !!!! Ca s'enligne sur quelque chose de vraiment bien!

So when you say hardcore, how hardcore are we talking? What kinds of things can we expect that will make this a truly immersive sim in terms of city building and city feel?

Somewhere between SC4 and Cities XL? We don’t want to go overboard and Dwarf Fortress it – but still allow depth. We expect modders to do really, really hardcore stuff. Depending on what people ask for we’re shift post release content/feature in that direction.

My question is this: Will C:S have any terrain editing tools? I always enjoyed expanding shorelines in SimCity after leveling off hills, pretending that I was moving earth from one place to another.

YES. they are really fun to play with right now. The other day I made a mountain and dropped a huge drop of water on it and spent the next 5 minutes watching that water spread and settle. good times.

In Skylines that would be done in the map editor. It will be included in the game and there’s loads of nice tools for shaping terrain. You might enjoy our water system, where you can actually place water sources and they will act like real water, flowing to fill low areas.

At the moment it’s planned to be limited to map editor only. One of the reasons for this is the simulated water system Skylines has. If you would do a minor change in the terrain while in the city you might flood your city and it takes some time for the water to evaporate, which is boring because you have to wait.

message posté le 24 août 2014 à 17h55

Avatar

kevin7115

  • membre
  • Bourgogne / Saône et Loire
Beaucoup de jeux nous ont fait rêver avec des promesses qui se sont avérées non tenues à la sortie des titres, alors je préfère attendre de voir quelque chose de concret :|

En tout cas, s'ils tiennent leurs engagements, ce sera certainement un très bon city builder :accord:

message posté le 24 août 2014 à 18h53(message édité)édité le 24 août 2014 à 18h55 par Alucard

Avatar

Alucard

  • membre
  • Savoie, Rhône Alpes, France
CO laisse depuis le premier CiM une grande part aux moddeurs et a la communauté qui fait des nouveaux vehicules, des nouvelles cartes, etc... Normal qu'ils continuent avec ca ici.

Comme dv, je ne mets absolument pas MC dans ce fameux gang bang ... EA a fait du EA a son habitude a trop se tourner sur le pognon sans le plaisir de jeu.
MC nous a fait rêver à l'époque. Pourquoi ? On attendant la suite de SC4 et on a eu un city builder avec la 3D ... à voir pour la suite.

Si ils partent sur les suites de CIM 2, il rebondissent car ce dernier était décevant. Mais bon si ils reprennent le moteur de CIM 2 ou des bases/fragments, je ne suis pas sur que ce soit non plus le plus beau jeu du genre. CIM 2 n'ést pas dégueulasse mais on peut largement espérer mieux.

Alucard XIII a.k.a. Benjamin Crewz - Fondateur des Lamas D'Or TSC
\|/ Isle Royale de Lithanie : Justitia - Pietas - Fides \|/
Crewz Gaming - Squad 29
____________________________________________________
In the name of God, Impure souls of the living dead shall be banished into eternal damnation, Amen.