• enragedchowder@lemmy.ca
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    1 year ago

    Some really promising additions here. I especially like the pedestrian roads, which hopefully means we will be able to build less car-centric cities this time around. Also the roundabouts look great.

    • Jenga@lemm.ee
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      1 year ago

      Meanwhile I was excited to see parking lots. I will fill my city with concrete and you can’t stop me!

    • PatheticGroundThing@beehaw.org
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      1 year ago

      If all cims need access to parking that might actually make good public transit much more important for your city if you don’t want it to look like Houston in the seventies

    • stephfinitely@kbin.social
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      1 year ago

      Do most cities in America have parking lots. I feel like every city I go to the parking is hardest thing to find. Walmarts and malls being the exception.

      • ampersandrew@kbin.social
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        1 year ago

        About 20% of the land of major cities tends to be parking, and it’s a big issue because that land could be used for housing. City builders tend to ignore that because it makes cities ugly (in real life, it does too!), but if they actually modeled parking in their simulation, it would have all sorts of ripple effects that would be interesting to plan around.

      • BiggestBulb@kbin.social
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        1 year ago

        Parking lots are absolutely everywhere. Some zones just prohibit large ones for historic reasons or otherwise (it’s possible maybe you were in one of those zones)?

        Visit Nashville, TN (around Centennial Park), Orlando, FL (around the Mall at Millennia) or Jacksonville, FL (around St. John’s Town Center) and you’ll see what I mean.

      • rodhlann@kbin.social
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        1 year ago

        A lot of parking in big American cities is underground, and also too expensive to be worth it. Parking lots everywhere though, in my experience

  • ArghZombies@beehaw.org
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    1 year ago

    I got a little bit too excited about roundabouts. “Ooh, they’ll be so useful!”. I know we kind of had them in the first game, but only really as huge junctions. I want to build Milton Keynes.

  • emptyother@beehaw.org
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    1 year ago

    Traffic accidents!

    I shouldn’t be happy over seeing my cims get wrecked, but I’ve wanted that for CS. The game mechanics of road blocked and temporary queues and having to remember to build detour-alternative roads.

    • CedarMadness@midwest.social
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      1 year ago

      It’s probably just based on the road maintenance score, but I’d love it junction and road design played a part in accident frequency. So my town can have that one intersection that always seems to have a crash during rush hour every Friday.

  • Birb@beehaw.org
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    1 year ago

    I love how they’re designing the roads so they actually degrade over time and need maintenance and the pedestrian walking areas. It’s all the tiny details that has me excited.

  • marauderprophecy1998@beehaw.org
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    1 year ago

    The most interesting takeaway for me in this diary was that you can select individual lanes like the one in the video where you’re selecting an individual lane to create a slipway and how the mouse selectively panned over each lane and choose the one that created the said slipway. This is really exciting stuff and I really really hope that they fixed the traffic problems that the first CS game had 😭

    • Martijn@programming.dev
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      1 year ago

      I really love the UX here. It seems super intuitive, definitely much more intuitive than traffic manager mods and stuff like that. Want to add a lane to the side? Just move your cursor to that side of the road. Want to add a crosswalk? Just find the crosswalk asset and place it on the road…

      So intuitive!

  • Jenga@lemm.ee
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    1 year ago

    Seems like they are adding a ton of improvements from popular mods. The automatic intersection feature is honestly the biggest though, it was so annoying having to find tune intersections in the first game.

  • LChitman@kbin.social
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    1 year ago

    I’ve not played for some time but I’m liking the sound of these changes! I’m glad they’ve started these diaries by talking about roads, which were always a pain point for me. Here’s hoping the traffic simulation is also improved.

    • Slartibartfast@beehaw.org
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      1 year ago

      Looks like the topic of the second dev diary is traffic. So we’ll only need to wait until the 26th to find out if they’ve accuratelly modeled terrible drivers.

  • walkingears@beehaw.org
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    1 year ago

    Visually it looks amazing. Love the addition of the “parallel roads” feature too, that’ll be a huge timesaver.

  • jdp459@lemm.ee
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    1 year ago

    Wow, I cannot wait to try this. The stacked road tool looks really interesting especially in the city. I never tried it in v1 since it wasnt really easy. Parallel roads I had to use a mod tool to have that ability and itll be nice to have this built in.

  • tom@lemmy.fmhy.ml
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    1 year ago

    I’m staying away for my own good. The first game sucked waaaay too many hours out of my life!

  • Valliac@beehaw.org
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    1 year ago

    I love me some cities skylines. Even if it’s just me making the worst-designed cities and getting mad about traffic.

  • LeopardStripesx3@beehaw.org
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    1 year ago

    I’m so happy to see a thread about Cities Skylines here! And one with plenty of reactions and comments.

    I was worried the community would vanish along with Reddit and I would have go elsewhere to get my complex intersection fix…

    • r0bbbo@programming.dev
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      1 year ago

      Me too—I was saddened when r/CitiesSkylines didn’t take part in the blackout. A community for a game that became as successful as it is in part due to the hard work of unpaid third-party developers should have been at the forefront of the protests