706
you are viewing a single comment's thread
view the rest of the comments
[-] Serinus@lemmy.world 31 points 1 year ago

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.

[-] funnystuff97@lemmy.world 19 points 1 year ago

precisely why factorio > satisfactory

[-] MonkderZweite@feddit.ch 4 points 1 year ago

That and Satisfactory barely runs on the most powerful integrated graphics.

[-] Selmafudd@lemmy.world 4 points 1 year ago

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

[-] grue@lemmy.world 16 points 1 year ago

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.

[-] RGB3x3@lemmy.world 7 points 1 year 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.

You have no idea how long it took me to find the"unpause simulation" button in Sim City 3000 when I first payed it.

this post was submitted on 01 Nov 2023
706 points (97.6% liked)

Cities: Skylines

1206 readers
1 users here now

An unofficial sublemmy for the game Cities: Skylines.

founded 2 years ago