▲ 698 ▼ Lowered the graphics options a bit and managed to get a stable fps in Cities: Skylines II (i.imgur.com) submitted 2 years ago by TehBamski@lemmy.world to c/citiesskylines@lemmy.ml 56 comments fedilink hide all child comments
[–] JoMiran@lemmy.ml 69 points 2 years ago (3 children) Not gonna lie, if you gave me all the features of a modern city builder with 16-bit era graphics, I'd love it. permalink fedilink source hideshow 6 child comments replies: [–] Serinus@lemmy.world 32 points 2 years ago (3 children) It doesn't need 16-bit graphics. It just needs some semblance of a grid. They need to bring back some of the ease of use that the old sim cities had. It shouldn't be a challenge to get the thing to do what you expect it to do, whether that's connecting roads or building a bridge. permalink fedilink source parent hideshow 6 child comments replies: [–] funnystuff97@lemmy.world 19 points 2 years ago (1 child) precisely why factorio > satisfactory permalink fedilink source parent hideshow 2 child comments replies: [–] MonkderZweite@feddit.ch 4 points 2 years ago That and Satisfactory barely runs on the most powerful integrated graphics. permalink fedilink source parent [–] Selmafudd@lemmy.world 4 points 2 years ago (1 child) Yeah honestly it's like they remove the grid and to make the process convoluted as a way to extend the time required to plan to feel like content.. when instead it's just a fucking waste of time having to lay out roads to space shit out etc permalink fedilink source parent hideshow 2 child comments replies: [–] grue@lemmy.world 16 points 2 years ago (1 child) I'm pretty sure they do it because it's nice not to be limited to a grid... the only problems are that the geometry tools need to be more sophisticated to deal with the flexibility, and the buildings need to include some that are designed to take advantage of irregular (trapezoidal, triangular, L-shaped, etc.) lots. permalink fedilink source parent hideshow 2 child comments replies: [–] RGB3x3@lemmy.world 7 points 2 years ago There needs to be a snap-to-grid option alongside a free draw option. They can certainly implement both. It would be so nice just to choose a zone type with an inner road type, then lay a quick grid down, instead of having to lay each piece of road and designate each side section. That's a feature that was around in some of the very early Sim Cities. permalink fedilink source parent [–] EmergMemeHologram@startrek.website 1 point 2 years ago You have no idea how long it took me to find the"unpause simulation" button in Sim City 3000 when I first payed it. permalink fedilink source parent [–] Perditija@feddit.de 2 points 2 years ago I really love Urbek, although it's not as complex as cs. It focuses more on supply chains, the traffic management is completely nonexistent which makes it pretty easy but good for casual gaming in the evening. permalink fedilink source parent [–] CoderKat@lemm.ee 1 point 2 years ago* (1 child) I say not true 16 bit graphics, but rather Stardew Valley style pixel art. And maybe add combat. And more choices for what to farm. You know what, just make Stardew Valley 2. permalink fedilink source parent hideshow 2 child comments replies: [–] kirby@discuss.tchncs.de 2 points 2 years ago On that note, I'm very exited for Haunted Choclatier permalink fedilink source parent
[–] Serinus@lemmy.world 32 points 2 years ago (3 children) It doesn't need 16-bit graphics. It just needs some semblance of a grid. They need to bring back some of the ease of use that the old sim cities had. It shouldn't be a challenge to get the thing to do what you expect it to do, whether that's connecting roads or building a bridge. permalink fedilink source parent hideshow 6 child comments replies: [–] funnystuff97@lemmy.world 19 points 2 years ago (1 child) precisely why factorio > satisfactory permalink fedilink source parent hideshow 2 child comments replies: [–] MonkderZweite@feddit.ch 4 points 2 years ago That and Satisfactory barely runs on the most powerful integrated graphics. permalink fedilink source parent [–] Selmafudd@lemmy.world 4 points 2 years ago (1 child) Yeah honestly it's like they remove the grid and to make the process convoluted as a way to extend the time required to plan to feel like content.. when instead it's just a fucking waste of time having to lay out roads to space shit out etc permalink fedilink source parent hideshow 2 child comments replies: [–] grue@lemmy.world 16 points 2 years ago (1 child) I'm pretty sure they do it because it's nice not to be limited to a grid... the only problems are that the geometry tools need to be more sophisticated to deal with the flexibility, and the buildings need to include some that are designed to take advantage of irregular (trapezoidal, triangular, L-shaped, etc.) lots. permalink fedilink source parent hideshow 2 child comments replies: [–] RGB3x3@lemmy.world 7 points 2 years ago There needs to be a snap-to-grid option alongside a free draw option. They can certainly implement both. It would be so nice just to choose a zone type with an inner road type, then lay a quick grid down, instead of having to lay each piece of road and designate each side section. That's a feature that was around in some of the very early Sim Cities. permalink fedilink source parent [–] EmergMemeHologram@startrek.website 1 point 2 years ago You have no idea how long it took me to find the"unpause simulation" button in Sim City 3000 when I first payed it. permalink fedilink source parent
[–] funnystuff97@lemmy.world 19 points 2 years ago (1 child) precisely why factorio > satisfactory permalink fedilink source parent hideshow 2 child comments replies: [–] MonkderZweite@feddit.ch 4 points 2 years ago That and Satisfactory barely runs on the most powerful integrated graphics. permalink fedilink source parent
[–] MonkderZweite@feddit.ch 4 points 2 years ago That and Satisfactory barely runs on the most powerful integrated graphics. permalink fedilink source parent
[–] Selmafudd@lemmy.world 4 points 2 years ago (1 child) Yeah honestly it's like they remove the grid and to make the process convoluted as a way to extend the time required to plan to feel like content.. when instead it's just a fucking waste of time having to lay out roads to space shit out etc permalink fedilink source parent hideshow 2 child comments replies: [–] grue@lemmy.world 16 points 2 years ago (1 child) I'm pretty sure they do it because it's nice not to be limited to a grid... the only problems are that the geometry tools need to be more sophisticated to deal with the flexibility, and the buildings need to include some that are designed to take advantage of irregular (trapezoidal, triangular, L-shaped, etc.) lots. permalink fedilink source parent hideshow 2 child comments replies: [–] RGB3x3@lemmy.world 7 points 2 years ago There needs to be a snap-to-grid option alongside a free draw option. They can certainly implement both. It would be so nice just to choose a zone type with an inner road type, then lay a quick grid down, instead of having to lay each piece of road and designate each side section. That's a feature that was around in some of the very early Sim Cities. permalink fedilink source parent
[–] grue@lemmy.world 16 points 2 years ago (1 child) I'm pretty sure they do it because it's nice not to be limited to a grid... the only problems are that the geometry tools need to be more sophisticated to deal with the flexibility, and the buildings need to include some that are designed to take advantage of irregular (trapezoidal, triangular, L-shaped, etc.) lots. permalink fedilink source parent hideshow 2 child comments replies: [–] RGB3x3@lemmy.world 7 points 2 years ago There needs to be a snap-to-grid option alongside a free draw option. They can certainly implement both. It would be so nice just to choose a zone type with an inner road type, then lay a quick grid down, instead of having to lay each piece of road and designate each side section. That's a feature that was around in some of the very early Sim Cities. permalink fedilink source parent
[–] RGB3x3@lemmy.world 7 points 2 years ago There needs to be a snap-to-grid option alongside a free draw option. They can certainly implement both. It would be so nice just to choose a zone type with an inner road type, then lay a quick grid down, instead of having to lay each piece of road and designate each side section. That's a feature that was around in some of the very early Sim Cities. permalink fedilink source parent
[–] EmergMemeHologram@startrek.website 1 point 2 years ago You have no idea how long it took me to find the"unpause simulation" button in Sim City 3000 when I first payed it. permalink fedilink source parent
[–] Perditija@feddit.de 2 points 2 years ago I really love Urbek, although it's not as complex as cs. It focuses more on supply chains, the traffic management is completely nonexistent which makes it pretty easy but good for casual gaming in the evening. permalink fedilink source parent
[–] CoderKat@lemm.ee 1 point 2 years ago* (1 child) I say not true 16 bit graphics, but rather Stardew Valley style pixel art. And maybe add combat. And more choices for what to farm. You know what, just make Stardew Valley 2. permalink fedilink source parent hideshow 2 child comments replies: [–] kirby@discuss.tchncs.de 2 points 2 years ago On that note, I'm very exited for Haunted Choclatier permalink fedilink source parent
[–] kirby@discuss.tchncs.de 2 points 2 years ago On that note, I'm very exited for Haunted Choclatier permalink fedilink source parent