• enragedchowder@lemmy.ca
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    2 years 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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      2 years ago

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

    • stephfinitely@kbin.social
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      2 years 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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        2 years 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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        2 years 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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        2 years 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

    • PatheticGroundThing@beehaw.org
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      2 years 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

  • emptyother@beehaw.org
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    2 years 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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      2 years 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.

  • ArghZombies@beehaw.org
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    2 years 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.

  • walkingears@beehaw.org
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    2 years ago

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

  • Jenga@lemm.ee
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    2 years 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.

  • Birb@beehaw.org
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    2 years 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.

  • SkyeStarfall@lemmy.blahaj.zone
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    2 years ago

    Honestly, I was a bit surprised at how much better this seems! If the rest of the sequel has a similar level of improvements, it will shape up to be a great game at launch!

    I love all the public transit and walkable stuff. Let me make my people-first cities! Also the traffic accidents and road quality stuff. If there’s one thing I want the most it is greater depth on the management part.

  • marauderprophecy1998@beehaw.org
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    2 years 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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      2 years 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!

    • JackOverlord@beehaw.org
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      2 years ago

      They said on Twitter and in the comments of the linked post, that there won’t be any bikes at all at release.

      They’ll very likely be a DLC.

      • 𝒍𝒆𝒎𝒂𝒏𝒏@lemmy.one
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        2 years ago

        This is a little disappointing for me - I wanted to build from scratch on a more “human scale” or european style

        Looks like I’ll be on CS1 until the DLC comes out 😒

        • AngryMob@lemmy.one
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          2 years ago

          There are pedestrian roads so you can still do a walkable/bikable city. When the dlc comes out im sure itll be simple to just add bike lanes where you want on existing infrastructure.

    • Prof. Sweetlove@beehaw.org
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      2 years ago

      Yeah, I hope they expand immensely on public transport, biking and walkable cities. Having to build car-centric cities would make me sad.

  • LChitman@kbin.social
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    2 years 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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      2 years 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.

  • Valliac@beehaw.org
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    2 years ago

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