In the latest developer video from the Colossal Order the team talk about their passion for City: Skylines and city building games.Post a Comment »
Colossal Order share their passion for City: Skylines in videoPosted 13 Jan 2015 by 5:25 pm GMT at
Cities: Skylines Developer Diary 6 Looks at the Map EditorPosted 10 Dec 2014 by 11:38 pm GMT at
A great update from the Colossal Order team this week with the release of Developer Diary #6. In this latest instalment it’s time to take a look at the map editor, a super important feature for the game and community.
The update walks through the process of creating a new map with a few tips to get the best results when creating. Topics covered include terrain editing, heighmaps, water, infoviews, resources, and of course outside connections so your city can reach the rest of the world.
Once a map is created, players can snap a preview image of the map, click a Publish Map box, and then it appears in the playable maps section when kicking off a new game. It all sounds rather simple but it;s never easy creating am interesting and playable map without paying attention to all the details.Post a Comment »
New Cities: Skylines Trailer Released with “A Lot of New Footage”Posted 10 Dec 2014 by 3:02 pm GMT at
Colossal Order has sent out a new trailer for Cities: Skylines today but what do you do with an empty lot? This video offers a few suggestions. Paradox are also encouraging more newssletter sign-ups by asking Paradox account holders to sign a petition where “players can sign up and help create a beautiful in-game item for Cities: Skylines’a tranquil Japanese-inspired city park”. They also say that players who sign up will receive the item on release, and the more sign-ups there are, the “more illustrious the park will become”.Post a Comment »
A constant Cities: Skylines AMA is live with the devsPosted 3 Dec 2014 by 10:40 am GMT at
The Paradox and Colossal Order team are keen to answer questions so have kicked up a new AMA thread in Reddit where you can post any pressing questions you may have as development progresses. Worth a look if you have any queries that have not already been covered in the blogs, streams or our own FAQ (which will be updated again shortly)Post a Comment »
Lots to Enjoy in This Week’s Cities: Skylines Live SteamPosted 29 Nov 2014 by 7:24 am GMT at
Some of you may have missed this on Thursday so pay attention because the latest Cities: Skylines live stream was packed with excellent demonstrations of the game’s features. Probably one of the coolest looking features is the hydro damn as a power source for your city. With water levels changing on a river once the damn is placed, it shows the real attention to detail that’s being added by the dev team. Also included is more on road placement, water pollution, and transport. Do not miss this if you’re following the game.
This video runs for just short of two hours so grab a coffee and enjoy.Post a Comment »
Cities: Skylines Outside Connections Dev DiaryPosted 22 Nov 2014 by 2:44 am GMT at
This week’s developer diary from the Colossal Order team takes a look at outside connections and how they will have an impact on your city and the decisions you need to make.
This update also shows odd the new UI for the first time which I have to say is a real improvement. It’s a lot slicker.
Each city needs to be connected to the outside world. The main reason for this is to allow industry to work with full efficiency, but also tourists use outside connections to travel to the city. There are many possibilities on how to get the best of your connections, so read on to find out more about importing and exporting goods, boosting your city attractiveness with monuments and luring in tourists to spend their hard-earned money in your commercial districts.
Others using the outside connections are tourists. They come in through many transportation types, but when you start a game, they use the highway only. Tourists come to your city always, but their numbers are decided by how attractive your city is. Attractiveness is raised by high land value and having monuments. Land value can be increased by building parks and plazas, which also help zoned buildings in the city to level up. Monuments are quite exciting! They are buildings, parks, plazas and statues that you can earn through actions in the game. For example, when your city has produced 1 000 units of goods, you gain the Stadium of Many Things. Upon reaching the goal, the Stadium becomes available in the menu and you can place it in your city. It’s a popular location for many of your citizens, but also draws in tourists and increases happiness of citizens living near it. It’s often a good idea to make sure monuments have good public transport connections, so roads around them don’t get too busy.
Tourists come to your city to see sights and shop. This can greatly increase your tax income, because tax is paid for every unit of goods sold. It also means that tourists want to get to your commercial areas. Tourists can come to the city by ship, airplane, train or with their own car. Especially for tourists that come in with other means than their own car, public transport is very important. The better tourists can get around, the more they tend to spend money in your city. The key is to earn and build monuments to draw in tourists, and then provide them with good transportation option inside the city to keep them there. Large amounts of tourists can also create traffic jams if they use their own cars instead of public transport, so you can avoid a lot of problems by giving them the means to move around easily.
While monuments provide the city with happiness and attractiveness boost, there’s more! Monuments are grouped into five “skill trees”, pathways to gaining the ultimate buildings: Wonders. Different monuments are suited for different playing styles, so you can pick your favourite, play in that style and eventually gain the coveted Wonder. Wonders are massive buildings that basically remove one need from the city, but more on those in another development diary!
Import and export
The most optimal city that gives out biggest amount of taxes possible, would produce and use up everything inside the city. But since it takes time to get there and most cities can benefit from outside help, there are possibilities to import and export goods and natural resources. All industry buildings need a small amount of natural resources to produce goods, that are then sold in commercial areas. Natural resources can be produced in your city, but only specialized industry can provide them, and it doesn’t unlock until a bit further in the game. So, to get your industry up and going, you need to be connected to a highway. This also works for power plants that use a specific resource to work, for example the oil power plant. It prefers resources inside the city, so if you have oil industry set up, it will order oil from local suppliers. If not, a load will arrive from outside the city. While the most tax income is gained by having your own industry provide everything, it might be better to not have polluting oil industry and rather have the oil be brought from other cities. It’s your choice!
Maps have many highway connections available, but the starting tile always offers at least one. Some starting tiles have the highway running through them, other only have a small ramp that you can connect to. If the highway comes into the way of your growing city, you don’t have to keep it as it is. Re-building it as elevated lets you add ramps in the places you need and have inner city traffic pass under the highway. You can also just connect the ends of a high way to your city and let the traffic find its own way. There are almost endless possibilities! Keep an eye on where your industrial areas lie, because they will get most of the traffic, so a ramp near the industrial area is always a good idea.
Exporting goods works best via cargo train stations and cargo harbors. Before these are available, industry will ship excess goods to other cities with trucks, which puts a strain on the roads. With a harbor or a train connection, you can have the trucks only operate between the industry buildings and the harbor/station, and easily control where the large trucks drive. Commercial buildings inside the city are a priority, they will order goods to sell and industry always first ships to them, but if their stockpiles are full, goods can be sold to other cities.
Lead designer on Cities: Skylines
PS. UI has been re-done, how do you feel about it? We are very proud!
Cities: Skylines Dev Diary #4 looks at public transportPosted 5 Nov 2014 by 4:24 am GMT at
First of all apologies for the recent lack of updates, been a bit of a mad couple of weeks which usually doesn’t happen. Anyway, let’s get down to business because the fourth developer diary has just been posted and this week the Colossal Order team are taking a look a public transport. This is an area I’m sure most of you hope the game will excel in considering CO’s previous Cities in Motion titles.
This latest update is also peppered with some cracking new screenshots so soak it all up.
Public transport types
Cities: Skylines features several modes of public transport. You can set up a bus network, dig metro tunnels, lay down tracks for passenger and cargo trains, build both passenger and cargo terminals for ships and build an airpot. Bus and metro network is for inner city transport while train network can service both inner city and intercity needs (both, passenger and cargo trains!). The harbors and the airport service intercity connections.
The bus transport is the first, low-cost choice for public transport. There are two structures required for it to work: the bus depot and bus stops. The bus depot works as the storage space for the buses in the city and when setting up new bus routes you can see the buses leaving the depot for their designated routes. Adjusting the budget for buses causes more (or less) buses to appear on the routes. One bus depot can service the whole city but a placing more than one in strategic places around the city can shorten the time when new buses reach their routes since they don’t have to drive through the whole city to get there.
Metro is an efficient transport mode to move a lot of people fast. However, its downside is the high building cost since the player needs to build both the metro entrances (stations) as well as the underground tracks. Underground track building is done in a special view mode where the tracks and stations are highlighted. This mode also highlights the other public transport buildings, tracks and routes which makes planning of the network easier.
Trains are divided into passenger and cargo trains. Both trains have their own terminals that the player can build in the city. The player can use the train network in two different ways:
1) If they only build the terminals and connect the train tracks to the outside connecting train tracks found on the map, the terminals will service intercity traffic, importing and exporting cargo and passengers (tourists).
2) The player is also able to use the train line tool to create train routes within the city limits i.e. the player is able to build inner city train lines servicing the different parts of the city.
Train tracks are cheaper to build compared to underground metro tracks but train tracks require room to be built hence they must be fitted within the city next to all the buildings and roads. However, the player can build elevated train tracks to navigate over some of the obstacles a city can present.
Harbors are divided into a passenger harbor and a cargo harbor. Both service intercity traffic, bringing in tourists and shipping goods to and from the city. Due to the huge capacity of the ships harbors are one of the largest entry points into the city by means of public transport.
Airport services mostly passengers and is the most expensive public transport investment. It brings in a lot of tourists and can really boost the economy. While the airport increases tourism into the city it also causes quite a lot of noise pollution which means that it is wise to build the airport far from residential zones.
– Henkka also known as an artist, designer and level designer at Colossal Order
Cities Skylines Dev Diary #2 Looks at ZoningPosted 8 Oct 2014 by 4:10 am GMT at
The Colossal Order team are back and in this second developer diary Henkka takes a look at the Cities Skylines zoning system. Cities: Skylines features a traditional RCI system for zoning so there’s nothing too complicated that city builder players won’t understand.
We did see some of the zoning in action during the recent live stream and the tools are particularly nice. I suggest you also watch that for additional details on how the tools work.
Hi there, you city builder aficionados! Once again it is the time for another exciting story from the pages of developer diaries. I am your humble host, Henkka, and I am here to talk about zoning. So, gather around by the fire and let your imagination fly…
Oh, and in case you missed the previous entry to the dev diaries, here it is: Dev Diary 1: Roads.
Basics of zoning (or “Why zoning instead of manually placing all buildings?”)
If the roads are the bones of the city, then the zones are the meat around the bones. Very early on in the development process it was clear that we wanted the game to feature a zoning tool instead of placing the myriad of the regular buildings manually. With zoning the player’s job is to rule where the different types of buildings appear but it is the citizens’ (that is the game’s) job to actually move in and build the new houses, shops and factories, all according to the different needs of the city. The player can determine what the city requires and when by using the RCI indicator in the GUI.
While discussing the possible ways to build a city a few ways emerged: placing buildings individually and zoning. While individual placing of buildings seemed interesting and in theory allowed the player to create the exact city they wanted it became clear that creating large cities would be difficult and cumbersome. The sheer amount of buildings needed to place would turn the game into an editor rather than a city builder. Also problems would arise with the needs of the city conflicting with the artistic visions of the player: the player would want to build 10 tenements in an area while the game calculated the city required only 3. Communicating this kind of information that is always changing as the game progresses would be impractical. And as the city grows and new technological levels are reached, the player would need to manually upgrade all the buildings in the city which in the end would mean going through thousands upon thousands of buildings.
Zoning on the other hand simulates more closely city planning on the higher level where the city planners lay down guidelines and rules for citizens and companies to work in. We decided that zoning is the way to go in a game of this scale. And clever city planners can take advantage of the various zoning tools and have more control over the zoneable buildings than just painting large areas if they so choose. For example, instead of zoning the full depth of the zone grid (4 cells) the player can zone thinner slices, like 2 cell deep areas, that spawn smaller building fitting the 2 cell deep restriction.
Edited Infrastructure Video ReleasedPosted 30 Sep 2014 by 10:48 pm GMT at
Segments from last week’s live stream have now been edited down to a thirteen minute video which has been released as “Infrastructure Highlights”. If you want to get a bite-sized chunk then watch this or you can watch the full thing which comes in at around hour long.Post a Comment »
Watch the Cities: Skylines live stream covering roads and basicsPosted 25 Sep 2014 by 11:49 pm GMT at
It’s fantastic to see Cities: Skylines in action properly thanks to tonight’s live stream which covered game basics including zoning and road constructions. The stream lasts for about an hour so if you missed it earlier watch it below.Post a Comment »