10 weeks and still no shots of paths and vegetation tabs in the landscaping menu. This week I was hoping they could focus on the Parks & Recreation tree as an example to show us the available assets (parks, plazas and sport facilities). Tried to watch some live streams but... well... gosh...
I heard about them. I’m glad I was actually at work and couldn’t watch. Yeah, so far I haven’t seen anything that is geared towards detailers. Hopefully, we will learn something about landscaping at some point from somebody. 😅
@@JoyBuildsCitiesI found all the assets included in the Park tabs (watching some streams) SMALL PARKS - Park Maintenance Building - Small Park - Small Plaza - Small Playground - Dog Park - Campfire Site LARGE PARKS - Large Park - Large Plaza - Large Playground SPORT PARKS - Tennis Court - Outdoor Gym - Skate Park - Basketball Court LARGE SPORT PARKS - Football Field - Soccer Field - Community Pool TOURIST ATTRACTIONS - Observation Tower - Bronze Statue - Water Park - Medieval Castle LANDMARKS - Näsinneula - Grand Hotel - London Eye - National Gallery of Art - Notre-Dame - Nandaemun - Botanical Garden - National Diet Building - Fountain Plaza - Bell oTower of Xi'an
I'm a little worried the 'optimal' way of placing roads is going to be click, gain 2xp, click, gain 2xp, repeat one segment at a time until the road is done instead of drawing the entire length at once.
Oh my, oh well, this week of C:S2 has been a bit... difficult, hasn't it? :D But i do not wanna get into doomsday scenarios, I'd rather try to stay positive for as long as I can ^-^ I think the game progression mechanics are interesting ^-^ As i mentioned before, i do appreciate giving players a bit of "true" choice, making them branch and specialize before they (I assume) unlock most of it/everything for the endgame. It makes every playthrough, or at least the early hours of every playthrough a bit more unique, I would think :) What i'm wondering in this regard is how the overall progression is paced out, if you know what i mean. Like, if you reach the maximum milestone within 5 hours, you obviously won't experience much impact from the progression and the choices you had to make along the way. But if it's paced out over 30 hours (these are arbitrary example numbers, by the way), then obviously your choices will probably affect your city much more, while also restricting you and your creativity for longer. So as you can see, i think there's a significant trade-off they had to balance with the game progression and it's gonna be very interesting to see how that actually ends up working out in the full game ^-^ So let's see, let's see :D Thank you two as always so much for the videos, much appreciated 💛 See you on Discord, hope you have a good and not too too busy week 👋☕ ALL the best ❤
Yes, I totally understand what you’re saying here and I do hope it’s a longer game progression versus something that we could work through fairly quickly.
Very short Dev video this time. Honestly, as fun as this new progression system looks, I don't think it will make much of a difference as you can and will unlock anything eventually. The only difference to CS 1 is that you can choose when to unlock what. But on the other hand, with CS1, most of the stuff you can build is a can, not a must. Like, you can have high density commercial, you don't have to.
yes, very true. No Mercy made a good point that it will really depend how long it takes to unlock everything. That is what would make it more challenging. But we will have to wait and see.
Two months to go! Yea!
It will go by so fast
Can't wait to progress through the game myself!! 😃
Same!!
For me at this point 😊 i am just focusing on the gameplay and visuals and imagining playing the game
Same!!
10 weeks and still no shots of paths and vegetation tabs in the landscaping menu.
This week I was hoping they could focus on the Parks & Recreation tree as an example to show us the available assets (parks, plazas and sport facilities).
Tried to watch some live streams but... well... gosh...
I heard about them. I’m glad I was actually at work and couldn’t watch. Yeah, so far I haven’t seen anything that is geared towards detailers. Hopefully, we will learn something about landscaping at some point from somebody. 😅
@@JoyBuildsCitiesI found all the assets included in the Park tabs (watching some streams)
SMALL PARKS
- Park Maintenance Building
- Small Park
- Small Plaza
- Small Playground
- Dog Park
- Campfire Site
LARGE PARKS
- Large Park
- Large Plaza
- Large Playground
SPORT PARKS
- Tennis Court
- Outdoor Gym
- Skate Park
- Basketball Court
LARGE SPORT PARKS
- Football Field
- Soccer Field
- Community Pool
TOURIST ATTRACTIONS
- Observation Tower
- Bronze Statue
- Water Park
- Medieval Castle
LANDMARKS
- Näsinneula
- Grand Hotel
- London Eye
- National Gallery of Art
- Notre-Dame
- Nandaemun
- Botanical Garden
- National Diet Building
- Fountain Plaza
- Bell oTower of Xi'an
I'm a little worried the 'optimal' way of placing roads is going to be click, gain 2xp, click, gain 2xp, repeat one segment at a time until the road is done instead of drawing the entire length at once.
Yeah, it’s gonna be interesting to see how this all works within very practical gameplay.
I don't think that it will make much of a difference. I think that you can build longer stretches of roads and get XP accordingly.
Oh my, oh well, this week of C:S2 has been a bit... difficult, hasn't it? :D
But i do not wanna get into doomsday scenarios, I'd rather try to stay positive for as long as I can ^-^
I think the game progression mechanics are interesting ^-^
As i mentioned before, i do appreciate giving players a bit of "true" choice, making them branch and specialize before they (I assume) unlock most of it/everything for the endgame.
It makes every playthrough, or at least the early hours of every playthrough a bit more unique, I would think :)
What i'm wondering in this regard is how the overall progression is paced out, if you know what i mean.
Like, if you reach the maximum milestone within 5 hours, you obviously won't experience much impact from the progression and the choices you had to make along the way. But if it's paced out over 30 hours (these are arbitrary example numbers, by the way), then obviously your choices will probably affect your city much more, while also restricting you and your creativity for longer.
So as you can see, i think there's a significant trade-off they had to balance with the game progression and it's gonna be very interesting to see how that actually ends up working out in the full game ^-^
So let's see, let's see :D
Thank you two as always so much for the videos, much appreciated 💛
See you on Discord, hope you have a good and not too too busy week 👋☕
ALL the best ❤
Yes, I totally understand what you’re saying here and I do hope it’s a longer game progression versus something that we could work through fairly quickly.
Very short Dev video this time.
Honestly, as fun as this new progression system looks, I don't think it will make much of a difference as you can and will unlock anything eventually. The only difference to CS 1 is that you can choose when to unlock what. But on the other hand, with CS1, most of the stuff you can build is a can, not a must. Like, you can have high density commercial, you don't have to.
yes, very true. No Mercy made a good point that it will really depend how long it takes to unlock everything. That is what would make it more challenging. But we will have to wait and see.