Cities: Skylines - Paradox Interactive Makes A SimCity

First Dev diary for After Dark is out, talking about the main effects of the day/night cycle. Seems like it's quite possible to make the city function different during the night - for instance change service funding or have alternate bus routes - which will allow for more interesting, complicated strategies.

Link: https://forum.paradoxplaza.com/foru...ark-dev-diary-1-night-time-what-is-it.877721/

Spoiler :

After Dark, the first big expansion for Cities: Skylines, has many new features, but the most notable one is the day and night cycle. Taking the cities from daytime to night is not as simple as one might think. While the change from day to night is visually stunning, there's much more going on under the hood. Each and every building in the game received a new texture layer to have the windows light up nicely. In addition there are new lighted signs, neon signs and other lights to make the city look interesting during the night. The sun rises and sets, painting the sky with bright colours, you can see the moon and stars move across the night sky.



The city simulation changes during the night to make sure the night time feels like a night should. Citizens go out less and prefer to stay indoors. Only a few go to work, to simulate a night shift. The people who do go out, choose destinations that have to do with having fun and spending time with friends. When there are not as many private vehicles on the roads as during the day, service vehicles can move more freely. The separate night time budget allows you to adjust how active services are during the night and day. To get the most out of the quiet night time, you can set garbage trucks to operate mostly during the night, or have hearses pick up bodies at an increased rate.

One big change during night is that crime increases. With the cover of the night criminals are more active and more police are needed to keep the city safe. This can easily be done with the night time budget: raising the budget allows police stations to have more vehicles in use and thus they can work more efficiently.



When traffic is less intense during the night, it also helps to identify problem areas in the road network. As traffic jams lessen, the real problem areas are easier to spot and the quiet night is the perfect time to alter roads and create new ones. This ebb and flow of traffic will make the city feel more alive and add a whole new element of trying to cater for both the quiet times and the busiest times. New options for public transportation allow you to choose if the lines are active during the day, night or both. Creating bus lines that serve the needs of citizens only during the night, when their destinations are different from the day, is possible and a very good strategy.



All in all the night time creates new challenges and changes the way traffic behaves to alter the way the city works. We want to create more variation to the game and make the cities feel alive, with ever-changing needs and a constant, but changing, stream of citizens traveling to their desired destinations. Night looks awesome and we are currently balancing it to feel equally awesome!

Karoliina Korppoo

Lead designer on Cities: Skylines
 
Another dev diary up, this time mainly about modding with the new day/night feature. Links: https://forum.paradoxplaza.com/foru...rk-dev-diary-2-whats-new-with-modding.878916/

Big things to take away from this are: 1) they are (so they claim at least) trying to minimize the amount of work needed to update existing buildings to the day/night cycle; 2) we can now have any building in any theme (ie European buildings in tropical themes!) via a dropdown menu in the district view where you can select between the default and European styles; 3) you can create your own styles on workshop so we are not just limited to these two. (In fact 2 and 3 have been around as mods but it's nice for the devs to add it in officially.)

Spoiler :


Greetings everyone,

Today, let's have a look at the two biggest changes/new stuff happening on the Modding side of Cities: Skylines.
Let's get started on how the day/night cycle affects the Asset editor and user-created models:
After we decided to add this feature alongside the After Dark expansion, our first reaction was to ponder what would that mean for the ton of assets already created on the Steam Workshop. We knew it would be impossible to completely automate the process to lit those assets during night time, but we wanted to minimize and ease the amount of manual work required by content creators.
Our first step was to turn all prop assets which are expected to emit light into assets emitting light. Street lamps/poles (see below) and so forth are heavily used in custom assets, therefore it made sense to take that road, as it would provide a base lighting for all assets already using them.


To allow more granularity to the lighting process of a building, we also added various light props such as wall-mounted and floors lights. Heck we even added a sub-category to the Common Props toolbar. Below is an example of how to properly mess up the night look of a residential building using wall-mounted lights, also features the new Light props toolbar.


In order to visualize the asset both at day and night time in the Asset Editor, we replaced the previously existing slider Light rotation to control the time of the day. The lights toggling/animation logic are simulated in Editor just as they would be in-game, so the preview of the building for a given day time is accurate.



The dynamic lighting was the first aspect to consider, but we also needed a way to get the windows to lit up therefore we added support for texture-based illumination using illumination maps.
Conveniently, we have had illumination maps all along (the _i suffixed images used when importing asset) but they have obviously been heavily underused as our themes only features day time until now.
It used to be the illumination map acts as a mask where a value of 0 (black) means no illumination and a value of 255 (white) means full illumination using the diffuse texture information.
We preserved this behaviour but squeezed the color value to range between 0 and 120 instead, where 0 still mean no illumination contribution from the diffuse texture and 120 means full contribution. We hereby freed the range 128 to 255 to allow windows to be lit randomly. A value of 192 means neutral, so if you want a building to be unlit at all times, the illumination map needs to be solid 192. The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger.

As an example below is a residential house with its windows lit and diffuse, specular and illumination map composited next to each other.


In this case, the UV mapping is such that the windows use very little texture space but you can see them clearly at the bottom right of each texture. Notice the illumination map value of unlit areas is 192.
Also, the specular map, while irrelevant to the lighting is shown in the picture as it is worth noticing in most cases, if you have already created a specular map for your asset, you already have a base windows mask to derive from when creating the illumination since windows are usually reflective and you have already cranked up the specular mask color.


Next, let's talk about a brand new feature which affects both content creators and players: District styles.
After shipping the free patch introducing the European theme and buildings, a rather high demand for these buildings to be made available in all themes rose from the forums. It was not done as such because of both technical and visual motives:
- memory usage would have gotten very tight for our user with minimum system requirements and we did not want to break the game for them.
- Buildings have specific requirements to tie-in with corner buildings and we would have needed to redo the entire stock buildings set to scale with the wall-to-wall and corner buildings feature. That obviously was not a viable option.
Coincidentally, another pretty highly requested visual feature was the ability to set a policy which would define the look of a district.
While we did not feel comfortable making this feature a policy as policies should have an impact on gameplay and not purely on visuals, we did add an option to select what we call "Styles" from a new Dropdown component in the District info panel.
We added a default building set with the European buildings and when enabled in the Content Manager, it will be available in the game dropdown.



Once a style is set to a building, it will start using/replacing buildings from that style matching the level and density requirements for spawning hereby you can have a European style district in your city.
The screenshot below shows European buildings in the good old Los Santos map which is built on a tropical theme.



This is pretty cool but here is the good(er) news: content creators can also create and share their own styles on the Steam workshop.
In the Content Manager, there is a new section called Styles and you can create a style to which you can add any building uploaded to the Steam Workshop.




Provided you include buildings which covers all levels and densities used in the game, you will have a fully customized look for a given district \o/
We can't wait to see what new amazing combinations you are going to come up with!

That's it for today.
Thanks for your time reading this diary, it's back to coding for me, there is still some work to be done :)

/damsku
Technical Director @ Colossal Order

 
Finally broke 90k on my one city to unlock monuments. I think I might turn on all the unlockables and wait until after dark, I don't know how I can accomplish some of those high garbage, low healthiness goals and still play the city afterwards.
 
It's still 3 weeks away, but I'm pretty stoked for the expansion. The nighttime visuals alone look pretty dope. I like the notion of being able to designate commercial districts, as we can designate industrial districts now - noise pollution will be something more to consider, since I assume noise pollution at night will be a greater irritant to residential areas.
 
Dev diary 3 came out yesterday, about changes and additions to city services. Link: https://forum.paradoxplaza.com/foru...rk-dev-diary-3-expanded-city-services.880137/

Spoiler :

To add more depth into gameplay, After Dark has some of the old city services expanded and tweaked. Mostly these modifications were based on user feedback and on things that we noticed the users were doing but were not handled as elegantly as possible by the game.



Police
Crime logic has been completely redesigned. We noticed at some point that crime rate always stayed very low and it was almost impossible to get it to rise. This was caused by crime sate being linked with citizen happiness. Basically before many citizens were unhappy enough to turn to crime, they moved out of the city or got sick due to low health resulting from the conditions causing the low happiness. This did not seem like a fun feature, as crime did not really create any meaningful choices for players, it just meant placing a few police stations. With the new crime logic it is possible for the crime rate to rise easier and fluctuate more. There are actual crimes happening, which police have to respond to, and capture the criminal. This is where the biggest new change comes in: the criminals need to be transported to Prisons to serve their sentence.

A whole new addition are the Prisons. Police cars can hold a few criminals, but have to return to police stations and HQ's when they become full. Criminals are unloaded into holding cells in the police buildings. As the police in Skylines is never wrong or corrupted, the Prisons send out vans to carry the criminals to immediately start serving their sentences. How handy is that? Sentences are 15 game weeks long, with some getting out a bit earlier due to good conduct, and others staying a little bit longer. If a prison is demolished, the prisoners are released early and might not behave well.



Public transport
Public transport has gotten new buildings with new combinations of functions. Players with many bus lines might have noticed that sometimes allowing citizens to change lines can be tricky when there are many lines stopping close to each other. The stops should be close to have only a short way for the passengers to walk, but far enough so buses can move unhindered and traffic doesn't get blocked by the buses. The solution for this is the brand new Bus Station! The stations has many platforms for buses to stop at. Passengers can change lines inside the buildings so they don't have to cross any streets and won't affect traffic. Simple and easy, and lessens the effect bus line changing areas have on the traffic, allowing for a better flow.

Cargo hub
For cargo, there's a cargo hub. Previously players who wanted to export large quantities of goods often used trains to carry the goods to harbors and let ships take the goods away. This resulted in the roads between the cargo train stations and harbors being VERY busy. The cargo hubs allows trains to arrive straight to the harbor to unload, so there's no need to have the constant truck traffic between the station and the harbor.

Taxi cabs
What is something that all big cities have but Skylines was missing? Taxi cabs! The taxi service is an new service that allows tourists and citizens to order taxis to take them to their destination. Basically taxis work a lot like private cars, but with difference of taxis residing in a depot and using stands to wait for new customers. Taxis especially help tourists to get around the city easier and thus make them stay longer in the city, generating more tax income.

International airport
Last but definitely not the least is the international airport. Fans asked for a larger airport, so here it finally is! Not only is it the largest building in the whole game, it also has a hidden surprise: an integrated metro station. No more long lines of cars or crowds walking to public transportation stops next to the airport, you can offer your citizens an easy way to arrive and depart the airport by connecting the built-in metro station to a metro network.

We spent a long time pondering on what buildings would provide the most enjoyment for players and offers easier, nicer ways of doing things that players were already doing. We hope you like what we came up with!


Tl;dr:

  • Crime system redone - there are actual crimes that the police respond to. Criminals need to be transported to a prison where they serve their sentence for some time. If there aren't enough jail cells then they get released back into the city which is bad.
  • New transportation buildings include a larger bus station for multiple routes (?), a cargo hub, and an international airport (they showed a screenshot of it on a separate reddit thread).
  • Taxis are used by both citizens and tourists.
 
Pretty damn excited about this! I wish they'd have added an integrated metro/rail station to enhance my rapidtransitwanks even further but ah well.
 
I heard somewhere - maybe one of these dev diaries - that the International Airport includes an integrated subway/metro station, and the Bus Terminal is designed to allow for the bunching together of multiple bus stops under one roof. More buildings that allow for transfers from one transit system to another seem like natural features of future expansions.
 
Oh, hey, city-building nerds may have thought of this already, but my work recently had me looking up zoning maps for my local municipality, and the city website had them available to the public. In case you're looking for inspiration on how to arrange your streets and zoning in a semi-realistic way.

I noticed the city has "mixed use" zones, which could be more fodder for a future C:S expansion.
 
Oh, hey, city-building nerds may have thought of this already, but my work recently had me looking up zoning maps for my local municipality, and the city website had them available to the public. In case you're looking for inspiration on how to arrange your streets and zoning in a semi-realistic way.

I noticed the city has "mixed use" zones, which could be more fodder for a future C:S expansion.

I usually group Mixed Use into either Commercial or just blank areas for stations or schools.
 
Fourth dev diary came up early today, and now I have the honor of linking it here yet again. Also has some cool screenshots

Link: https://forum.paradoxplaza.com/foru...ev-diary-4-commercial-specializations.881088/

Spoiler :

Previously, only industrial areas have been able to specialize in the use of certain raw materials to bring even more profit to the city. Unlike industrial specializations, the new commercial specializations are not related to natural resources. The leisure specialization is available anywhere, but offers the challenge of increased traffic during the night, higher crime rate and noise pollution rate. Leisure areas should have good public transportation connections to allows citizens arrive and leave with ease. Leisure areas are the perfect companion for the day and night cycle: specific areas that are most desirable locations during the night, so it is easy to choose where to have the most night time activity and anticipate the rush of people during the night. Creating public transportation lines to serve leisure areas is a good choice, and you can even have the lines be inactive during the day to make sure you get the most bang for your buck.

Another way for commercial area to specialize is to promote tourism. For tourism to flourish, hotels are very much needed, but also restaurants and souvenir shops that cater to visitors. To complete the tourist or leisure areas, you can place entertainment venues right on the waterfront. How about a pier for fishing tours or a marina for private jets? Not only do these buildings appeal to tourists, they also make for a nicer, smooth transitions between the water and land. No more ugly rocky cliffs on the waterfront, but nice buildings that bring income to the city! Tourism used to be called the Beach specialization, but this has since changed. Tourism works like any other specialization and can be used anywhere on the map, not just shore areas.



To make sure shorelines can be utilized, we have made new park-type buildings that snap to the waterfront to finish in nicely. They cater to both citizens and tourists, making everyone in the city happier. We felt this change allows for more flexibility on the use of shoreline buildings and makes the tourism specialization work better, as it is no longer limited to shores. Having the specialization concentrate on shore areas would have meant that maps with only a little shoreline would not have been able to utilize the specialization much. Modders can also create new shoreline buildings more freely, as they are not limited to buildings within a certain specialization, but can do all kinds of buildings that are free for users to place.



Leisure areas draw in most citizens during the night. Tourist areas are most active during the day. While leisure areas are very profitable, they do have a downside: the noise pollution caused during the night can upset people if there are residential areas nearby. One strategy is to place leisure areas a bit further from the city center, or even have your own little Las Vegas for them on the map. This way the noise pollution does not reach residential areas. To handle the traffic to and from the leisure areas, public transportation can be very handy if you find your streets crowded with vehicles. Public transport lines can be set to be active during the night, day or both, so it is easy to control when the lines to the leisure area become active. Build extra lines for the busy night time, but don't have them go during the day to save some money.



Taxis also play into handling the new specialized areas. As tourists want to visit the tourist areas easily, having a good fleet of taxi cab standing by makes their life a lot easier. Taxis do not use lines, they receive requests from tourists and citizens and travel automatically to pick the customers up. If a taxi does not have a new customer in line, it will go to the nearest taxi stand to wait for a call if there’s still work shift left. At the end of the shift taxis return to their depots to receive maintenance. This makes taxis very flexible and they can help out a lot when you want to make sure tourists and citizens without cars can easily access all parts of your city.



Both new specializations have a higher tax income than basic commercial area, but produce more noise pollution and have a higher crime rate. So be sure to plan carefully when allowing districts to specialize, otherwise citizens might feel uncomfortable!


TL;DR:
  • Commercial specializations are leisure and tourism areas. Leisure is busier during the night, tourism during the day. Both have advantages and disadvantages.
  • Taxis work by receiving requests from tourists or citizens, and then they'll go pick up their clients.
  • There are special leisure and tourist buildings if zoned along the shoreline. There are also new parks that are designed to fit along the shoreline as well.

I heard somewhere - maybe one of these dev diaries - that the International Airport includes an integrated subway/metro station, and the Bus Terminal is designed to allow for the bunching together of multiple bus stops under one roof. More buildings that allow for transfers from one transit system to another seem like natural features of future expansions.

The Int'l Airport has a built-in metro and bus station (I think) and the Bus terminal exists to stuff multiple bus lines into it, yeah.
 
I like the idea of commercial specialization, although I feel I'll have to rebuild my city from the ground up to take advantage of them.
 
I kind of wish they'd introduce a mixed commercial/residential zone. It's kind of annoying not being able to have shop-on-first-floor-appts-on-upper-floors type buildings like in pretty much every city in existence :[
 
I've been simulating it by mixing high-density residential and commercial on the same block, but it's not quite the same as mixed zoning.
 
This seems kind of gimmicky to me, since in most cities there are very few businesses open at night (ie past 9-11pm) and even then most cities force them to close at 1, 2 or 3 am. Most of them are pubs (not nearly as common in NA as in EU), bars (still only so many), clubs (even fewer) and strip joints (pretty rare, you're lucky if you're city has one or two usually). Everything else is usually closed after the evening is done.
 
So they just released this info graphic of what will definitely be free with the patch when After Dark comes out:

 
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