It’s time to catch up with some of the Paradox and developer posts from the past 24 hours.
In an answer, someone from CO answered referencing SC3013 behaviour:
“In other words – if the fire truck doesn’t drive up to the fire it never gets put out. We feel it’s more important that the simulation works – that’s our first priority – second is having a good visual representation.”
So, will traffic be visible for the totality of its journey? Will it really be the case that fires may get put out by invisible appliances? I tend to agree with you that the simulation should come first, but some graphics are rather pivotal.
I’m pretty sure that even though the simulation isn’t reliant on the graphical part working that every car moving, citizen walking etc. still has a purpose.
Don’t quote me on that though, I’m just 99%.
I tend to agree here, there are some parts of the simulation that should always have visual aids, fire being one of them. I think it’s important to actually see it’s being tended to.
What does that do for a unreleased, un-preorderable game? (adding to the Steam Wishlist) Will it tell me when the release date is announced, or when I *can* preorder?
Nothing, as far as I know, but it still feels good to have there Maybe it shows steam that people want the game so it gets extra attention? Who knows how the wizards over there work.
Good point really, this should be added to your Steam Wishlist now.
On the question of building deterioration over time…
I suppose stuff like this isn’t really DLC material (pay €5.99 for your buildings to get crappier looking), but maybe in a patch? It’s something no city-builder has ever addressed, to my knowledge… would it be so hard to do? Could each building have, say, three slightly altered models with more deterioration apparent which manifested as conditions dictated? IDK, it would be great if it could be considered for a patch at least. Would set the game apart form a lot of others.
I’m not saying it’s impossible for us to do, nor that it’s not going to be us that end up doing it. All I’m saying is that it’s a very nice modding project and I wouldn’t be surprised if we’re beat to the punch
On day and night cycles, which is being mentioned a lot…
The answer is easy: Time and focus. CO is not a big studio with a lot of manpower. They need to focus their manhours. Day/night cycle is at best a visual neat feature, but since the time of day isn’t important in a city builder, it effectively becomes a ‘nice to have’ feature. Therefore it is a lower priority than other more important features to get the basic game working.
But as having pointed out; this doesn’t mean a day/night cycle isn’t going to happen, but it probably won’t be there on release (although, I imagine it will be a free patch feature later on).
I’m relatively sure I’ve read our developers say they left the day/night cycle out of the game as it would just “flash past” due to the high actual speed of a game like this. Simulated days would be very, very short.
Nevertheless a nice visual feature to have and maybe something to be added later
Sorry to say but I just learned that there won’t even be a day-night cycle in the game, so we can pretty much leave out any weather.
A big dissapointment if you ask me.
Weather and day/night cycle is on the wishlist though, so it’s not out of the picture just because it won’t be there at launch! Taking into consideration we’re looking at a EUIV/CK2 similar DLC program (mixing free and paid) you might very well see it as a free addition in the future.
Day and night cycles are not that important when it comes to the gameplay but it is a good indicator of time passing as your city progresses. This is one feature I hope makes the cut eventually.
I would hope that day and night cycles come as a free addition if they are added. Colossal Order will have be very careful with regard to what they add as paid DLC. Some of the SimCity DLC really felt like a money grab, and with Cities: Skylines also having extensive modding features, it’s going to be hard for the devs to decide what’s actually released as paid DLC.
The persistence of traffic is also a concern to me. I never did like the SC4 way traffic just faded in and out as a representation of traffic. This won’t be any sort of deal breaker for me however.
If a vehicle goes somewhere it has a purpose, so it’s not just a representation but an actual action – afaik
That’s it for this run of posts, we’ll be keeping you all up to date moving forward.
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