Cities: Skylines II

Cities: Skylines II

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ste.vo76 Nov 20, 2023 @ 5:03am
Triangular/spherical buildings?
when you zone buildings in, if you want to have interesting shaped streets, why can't we have the ability to zone in different shaped buildings that could fill all these interesting gaps?
It's annoying to have all these empty spaces on roads that don't have perfect right angles.
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Showing 1-13 of 13 comments
lnomsim Nov 20, 2023 @ 8:02am 
Because CO and most CB game companies are allergic to procedural buildings for some reason.

The only game I know that was working on procedural building that would fit the road shape was an indie project over 10 years ago, that unfortunately stopped giving any sign of life a long time ago too.

I think SC13 had lots that would adapt to the road shape, but I don't remember if the buildings did too.
Quasar Nov 29, 2023 @ 11:29am 
this might be possible with mods. Every zone size 1x1, 1x2, 6x6 etc. have their own set of "model" buildings that can spring up.

I don't see why we can't create our own asset models that fit the odd angels once the asset editor is available
lnomsim Nov 30, 2023 @ 3:08am 
Originally posted by ColGraves:
this might be possible with mods. Every zone size 1x1, 1x2, 6x6 etc. have their own set of "model" buildings that can spring up.

I don't see why we can't create our own asset models that fit the odd angels once the asset editor is available
Because the shape of the asset has nothing to do with the shape of the lot.

The game doesn't allow zoning odd angles, only straight lines.
CH13F Nov 30, 2023 @ 3:27am 
Too much work, they cut half of cs1 to make this game.
come with ideas to decrease workload for them, not increase.
c0hKaine Nov 30, 2023 @ 6:07am 
Originally posted by CH13F:
Too much work, they cut half of cs1 to make this game.
come with ideas to decrease workload for them, not increase.
Here's an idea: remove expansion pass releases (they look worthless and boring) and fix the base game. Workload decreased.
archonsod Nov 30, 2023 @ 6:15am 
Originally posted by lnomsim:
Because CO and most CB game companies are allergic to procedural buildings for some reason.
It's a lot harder than you'd think (well, assuming you want something that looks like it could realistically be built and used), particularly if you've got free road placement. Probably why the other project ended up packing up.
Strelok Nov 30, 2023 @ 6:57am 
Trained AI would fix it easily. EASILY.
lnomsim Nov 30, 2023 @ 8:16am 
Originally posted by archonsod:
Originally posted by lnomsim:
Because CO and most CB game companies are allergic to procedural buildings for some reason.
It's a lot harder than you'd think (well, assuming you want something that looks like it could realistically be built and used), particularly if you've got free road placement. Probably why the other project ended up packing up.
and yet games were already doing it 10 years ago.

Everything is harder to do than it looks.

The question isn't how hard it is, but how far you are ready to go to make it work.
And it can work, since it has already been done.

Also, next you will tell me that the ability to paint plaza, parcs and other grounds textures is too hard to do? Evern thou city life was already doing it in 2008?
jonny Nov 30, 2023 @ 11:20am 
The Central Intelligence Bureau actually has a circle shaped lot. I guess they added the circle shape for the roundabouts. In the hidden editor you can currently select circle or rectange, but no triangle. So the game seems to be able to handle more than only rectangular lots. I hope the add triangle shaped lots.
DaddyJokee Nov 30, 2023 @ 11:22am 
Originally posted by lnomsim:
Because CO and most CB game companies are allergic to procedural buildings for some reason.

The only game I know that was working on procedural building that would fit the road shape was an indie project over 10 years ago, that unfortunately stopped giving any sign of life a long time ago too.

I think SC13 had lots that would adapt to the road shape, but I don't remember if the buildings did too.

What project you talking?
lnomsim Nov 30, 2023 @ 1:01pm 
Originally posted by DaddyJokee:
Originally posted by lnomsim:
Because CO and most CB game companies are allergic to procedural buildings for some reason.

The only game I know that was working on procedural building that would fit the road shape was an indie project over 10 years ago, that unfortunately stopped giving any sign of life a long time ago too.

I think SC13 had lots that would adapt to the road shape, but I don't remember if the buildings did too.

What project you talking?
I don't remember the name of the game unfortunately I think it was urb something. The project was highlighted in Simtropolis for a long time (it was on the top menu next to the site logo)

The project was in a very early stage when it stopped, the main focus was on transportation networks, crossings logic, procedural buildings, and multifunction zoning.

But everything in the screenshots and video was still in greybox or with very simplistic renders.
Agamemnicon Dec 1, 2023 @ 12:57pm 
This is a feature I was actually EXPECTING from CS2 that got buried in all the other unfulfilled expectations.

Sad. 2023 has been a huge disappointment for gaming.
Haristess Dec 1, 2023 @ 1:42pm 
Its actually very easy to do.

You create a spline boundary tool filler, like we already have in cs2, which can be snapped to other existing boundaries, and roadsides.

Within these Spline boundaries, you're allowed to fully customised the internal area with 1x1 zoning squares, (no different to what we have) which you can fully adjust the size of, but also allowing you to freely rotate them, without being forced to snap against a road.

You could have added features such as placing smaller roads the size of paths, that can be curved, allowing you to place Driveways beside/infront or behind Zoned areas. You could add individual parking spaces which could be snapped to said smaller roads, but allowing you to rotate them 90 degrees, to make a mini carparking area, if you so wished.

Its super easy, your just placing down different sized, shaped zones that are freeform or snappable, that would allow you Creative freedom, way beyond what we have in cs1 and 2.

I mean, you could even add in more features such as an asset selector where you can plop down objects, like swimming pools, decking, sitting areas, play areas etc, to foliage to fill in the gaps between buildings.
Could even add opportunity for modders, to make building extension assets, that snap beside zoned squares, of which the building can be made to look different, or shaped differently.

I mean, 1 crazy thought. Maybe you could export/import copy/paste Spline boundary plots, that contain all the creative layouts for all of the above, so you can have all the creative freedom and user friendliness of quickly creating residential/ commercial and industrial areas.

Its actually a very easy thing to achieve, but the problem with this entire thread, and CS2 in general, is that this all lacks "innovation". Theres no Game developer in colossal who was even bothered to expand out and think about how the game could be made better. Instead we have curved roads with 6 deep zoneable plots, which we cant even fully control, inside a grid, and is such a hair pulling experience. As the Op stated, your left with giant Gaps between zoned buildings plots, and looks very undesirable too the eye.
Last edited by Haristess; Dec 1, 2023 @ 1:50pm
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Date Posted: Nov 20, 2023 @ 5:03am
Posts: 13