Cities Skylines Developer Posts – 31 August

official posts

Time to catch up with the recent Cities Skylines posts that have popped up from the development team.

It’s been a couple of weeks now since the game was announced and there’s not been a massive amount of new information since the AMA session but it is coming eventually

Hopefully you can accept that we need a bit more development time before we can scale up communication and give you all the juicy details

Back to the ever popular day/night cycle topic, this time for the modding community

Given how many of them there are at CO, I’d rather they made the base game as good as they can all the way to the release date. I do want to see the night-time in the longer term though, so I hope they consider a DLC adding a full cycle and all the things that go with it. If CO are not going to do that, then I hope, I HOPE, they leave things open to the modding community to create the night-time view; I’ll help out myself. It would not be a good plan to lock it down but not release a DLC.

Note that the people I know who still play 2013 fully admit that it’s all about the looks of the city; that’s what keeps them playing. I had the impression that CO had taken on board all the lessons provided by 2013; I do hope they don’t go into myopic denial when faced with one of the most important ones.

As co_martsu mentioned in the modding thread:

“Thanks to all the suggestions! Making everything moddable is a bit tricky with Unity, since we actually have to make the tool for everything. So more specific feedback is appreciated”

Basically we have to do a lot of custom workarounds to open up for certain modding options, which means that it might (got no technical knowledge here, so I’m only speaking theoretically) be a large task to make this moddable. Or it’s super easy. Nevertheless we’ve pretty much understood how important having a living city is both from looking at earlier city builder / tycoon games but also from the immense feedback we’ve received here. Martsu also mentioned in another post that I can’t find right now that we are also looking at other ways to make the city more living.

Still, the main focus is a solid core experience, and we should not stray too far away from that as it could endanger the rest of the game. ^^

On the subject of inhabitants upgrading dwellings…

I mean sims can evolve, get better, get wealthier, therefore can afford to move to a better house which I think would add a lot to the sim.

This is, in its own way, in the game. The citizens get wealthier and upgrade.

Modders were wanting to know about models but info is still a little scarce. However CO has commented.

When it comes to the specifications for imported assets we’ll have to get back to you on that later. I would assume it’s not too hard to make the necessary adjustments in 3ds Max and then be able to import the asset to Cities: Skylines. However this should be investigated further.

What 3D model filetypes are supported?


Back to modding with answers from CO

 I second the point on ‘desynchronised’ animation of trees (and other animated items too). Randomising tree facings can also do wonders in visual richness, and cost little resource. CiM2 trees and water waves imply chronic mega storms, hopefully we get wind speed slider option for C:SL. Better still, wave speed and tree speed separate control.

Well, at the least… the confirmed Decoration Tool will allow on-the-fly placement of props and vegetations all over the city. So the possibilities are limiteless. Sculptures, planters, benches, trash bins, vending machines everywhere. 

IF, only if, Decoration Tool could pull off drag-dropping any custom textures onto any 3D “frames” in the city, billboards, posters, sign boards, ANY flat facing of any buildings, C:SL’s visual richness will simply explode.

Of course, ability to doodle or spray paint on city building walls will be great, but I think that’s just asking for too much! 

Animation spawns of animals and sims is a must. Not asking for whales or anything. But some basics. Pigeons on plazas. Dog catching stick in parks. Sims unloading goods/ screen-gazing/ window-shopping. Etc. Beyond pedestrian sims, it doesn’t seem there are plenty of animation spawns in CiM2 videos. Still, that doesn’t mean C:SL won’t come with them… Right?

We’ll see what we can do with the animations!

Comparing Cities in Motion 2 and Cities: Skylines is difficult since we updated the engine and are generally talking about two very different games, albeit both developed by us. So you don’t have to feel concerned if something was missing in CIM2, since there’s little that carries over to Cities: Skylines at this point.

The decoration/ beautification/ park tool sounds really cool indeed. Can it be used citywide beyond “park making”?

Yes, one of the coolest thing is that you can actually decorate space between buildings, place trees and props etc!

It’s still very early days for the game and we’ll have to just sit tight and wait for more information as it comes in from the CO team but it’s all sounding great so far.

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