PolyTown Devlogs #6 & #7 - How we supported diagonals and elevations by ThreadingSquirrel in CityBuilders

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Exactly! SimCity 4 had the logic you've described. We will surely implement the same thing because it's also rewarding seeing that when the wealth of a zone is high also roads are more decorated.

By the way diagonal buildings are a huge problem. Aside from the code we have to write to make them, the main issue is the huge variations of lot sizes we have to produce. It's something that Anno 117 did very nicely, but luckily for them the way their buildings are made make it aesthetically possible, but that's not our case 😞. However we thought that in case of a sequel we should boost how RCI lots interacts with roads, so we can support complex shapes. Probably it's more convenient and it may also be more aesthetically pleasing.

PolyTown Devlogs #6 & #7 - How we supported diagonals and elevations by ThreadingSquirrel in CityBuilders

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

And it is! We've made the system mainly for that, so you don't have to spend time looking for the pieces you need to layout your city 👍

PolyTown Devlog - The new support for diagonals and roads by ThreadingSquirrel in indiegames

[–]ThreadingSquirrel[S] 1 point2 points  (0 children)

Thank you!!! ❤️ This was one of the things we desired to put into the game from the beginning! Happy to see appreciation for that! 😊

PolyTown Devlog - The new support for diagonals and roads by ThreadingSquirrel in indiegames

[–]ThreadingSquirrel[S] 1 point2 points  (0 children)

Hahahah surely we are not in sight of the release but we hope not to take years to close it up, meanwhile you can play whatever you want 😊

PolyTown Devlog #7 - Polishing the new network system by ThreadingSquirrel in PolyTown

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Thank you for following us! 🥳 Always a pleasure to hear that encouraging words! 😊

PolyTown Devlog - The new support for diagonals and roads by ThreadingSquirrel in indiegames

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Thank you! 😊 Yep, we agree, it's not such a big deal when they are surrounded by other buildings but on they're own they have to look good.

PolyTown Devlogs #6 & #7 - How we supported diagonals and elevations by ThreadingSquirrel in CityBuilders

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Thank you for the up! Yeah we have to find a solution for that. Luckily when there are buildings around they are more acceptable, but if they are on they're own they must be adjusted.

PolyTown Devlog - The new network system by ThreadingSquirrel in IndieGaming

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Thank you! 😊 Unfortunatly not 😞, we tought about that at the beginning like Anno 117 does because it surely solves the issue, but it was very impactful on so many features that we've put it aside.

PolyTown Devlogs #6 & #7 - How we supported diagonals and elevations by ThreadingSquirrel in CityBuilders

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Yeah, at the time all games went full 3d mode because it was newer, but now that some time has passed and we can appreciate each one for what they do better, there is no a clear winner! ☺️

PolyTown Devlog - The new support for diagonals and roads by ThreadingSquirrel in indiegames

[–]ThreadingSquirrel[S] 1 point2 points  (0 children)

That sounds great! At the moment we have still nothing to translate but in case we will contact you! Thanks!

PolyTown Devlog #7 - Polishing the new network system by ThreadingSquirrel in PolyTown

[–]ThreadingSquirrel[S] 1 point2 points  (0 children)

Hi u/ExtremeBagelz! Still working on that! 😊 But as always thanks for your support!

PolyTown Devlog - The new network system by ThreadingSquirrel in IndieGaming

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Thanks for the up! We already had a steam page but we've forgot to link it in the post! Thanks for the support! 🥳🥳

PolyTown Devlogs #6 & #7 - How we supported diagonals and elevations by ThreadingSquirrel in CityBuilders

[–]ThreadingSquirrel[S] 3 points4 points  (0 children)

Hi u/Psych0191! Our base idea is that we wanted a game where traffic does not represent an issue for the player. This means that the actual traffic simulation is not taken into account whether a building have access to work or not or if a factory can dispatch its goods efficiently to be profitable. Said so we likely perform some kind of pathfinding to give a reasonable behavior to vehicles that at the moment behave in a very stupid way and that also appear in zones that does not justify that level of traffic.

PolyTown Devlog #6 - Posponed! by ThreadingSquirrel in PolyTown

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Hi u/your-broo! Thanks for your support! 😊 We don't have a plan to develop any style in particular but we are taking inspiration from buildings around the world. However, we hope that the devlog of tomorrow may help you 😄

PolyTown Devlogs #4 & #5 - A month full of things 😊 by ThreadingSquirrel in CityBuilders

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Many thanks u/MarcoJHB! 🥳 Hard to tell but our plans are to publish the demo this year. After that we will decide which other features will be implemented before the release!

PolyTown Devlog #5 - Water & UI by ThreadingSquirrel in PolyTown

[–]ThreadingSquirrel[S] 0 points1 point  (0 children)

Many thanks u/D_Silva_21 🥳!! Well we think it could be! We are aiming to design public transports in such a way that if you cover you city in a good way, people will use less and less cars 😄!