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basilUrban Games Team
We want to allow the import of user-created maps. However, it’s not yet defined when this feature is available and how it exactly works.
Import of height maps is already implemented (for internal testing).
Given a height map, splat maps are currently generated automatically in a shader on the graphics card. This happens every time the camera changes, and only for the visible region, with higher resolution close to the camera and lower resolution far from the camera. This way, we don’t have to store the splat map, it’s a function of the height map.
It might be straightforward to implement the import of splat maps (and simply disable the shader generation of splat maps but read the imported splat map).
Thanks for the suggestion!
basilUrban Games TeamThe current plan is do a closed beta test in February 2014. Most likely, there will be an online form on our website in order to register. It will be announced at least two weeks before. Release is still scheduled for May 2014.
- This reply was modified 10 years, 6 months ago by basil.
basilUrban Games TeamWe would love to implement both features you mention (automatic route construction and detailed construction animation). However, as you say, these features do not have maximal priority. Since we are 100% busy with the implementation of the most important features, the probability that we can do this is low. Maybe we can add this at a later point in time (DLC or sequel).
basilUrban Games TeamThe game world and landscape is of European expression. There are rivers, lakes, forest, hills, mountains, rocks, grass, fields etc. There is no desert of savanna in the initial release. The main novelty / unique selling point of the landscape is the high degree of realism.
Our current plan includes weather changes from time to time (mainly to make the game visually more attractive), but it’s not planned to take into account the time of the year.
basilUrban Games TeamWe definitely encourage modding. We try to allow configuration wherever possible. However, details on modding and configuration will be announced at later point in time, probably close or even a short time after the inital release of the game.
basilUrban Games TeamUnfortunately we are completely busy with development. It is of utmost importance for us that we reach the scheduled release date. For this reason, there is very limited time to update the website and to provide new pictures or videos.
Also, we have been working on many low level / game engine features in the last months. These features are not really visible but enable fast development and progress in the next months.
Nevertheless, you can expect some updates in future. Thanks for your interest and patience!
- This reply was modified 10 years, 7 months ago by admin.
basilUrban Games TeamFor sure, there will be one-, two- and four-lane roads.
Bus lanes can be constructed on four-lane roads.
Trams are included in the game. Exclusive tracks (where cars are not allowed to drive) can only be built on four-lane roads (similar to bus lanes).
Trolley buses and one way roads are not planned for the initial release.
September 2, 2013 at 21:54 in reply to: Traffic Lights with Bus/Tram Prioritization and Special Lights #1348basilUrban Games TeamBus lanes are in the current game design. It’s possible to select streets and construct bus lanes (if there is enough space).
Standard traffic lights are built by the cities as soon as they are needed. Not yet sure if the player can influence this.
September 2, 2013 at 13:48 in reply to: Traffic Lights with Bus/Tram Prioritization and Special Lights #1339basilUrban Games TeamThanks for posting!
Yes, there will be traffic lights at crossings with a lot of traffic.
We did not consider your idea (favor public transportation) so far. I agree, it would be a nice feature, and it’s also fun from a game-play perspective. In addition, I believe the implementation effort is not too high. So, we really consider to add this feature to the game!
Regarding the special lights for public transportation, I think this is more a micro-simulation feature and not really of interest for game-play.
- This reply was modified 10 years, 7 months ago by basil.
basilUrban Games TeamDetails on how to join the closed beta test will be announced at a later point in time.
The closed beta is planned for Q1 2014.
basilUrban Games TeamThanks for posting. Yes, this is definitely of interest. It’s quite similar to how we create the procedural cities in Train Fever.
basilUrban Games TeamYes, there might be such an option, but that’s not yet sure. We do our best 😉
Also, it might be possible, to e.g. use an 8x32km map.
The distance between the two towns in the gameplay video is about 2km.
basilUrban Games TeamThere is no multi-player mode or AI in the initial release.
There will only be some “light multi-player features” like Steam achievements or resource sharing community sites, since the game allows modding and some people might create and share new vehicles or maps.
However, there might be an expansion pack or follow-up version in future which turns the game from single- to multi-player.
basilUrban Games TeamThe freight question has been asked many times so far, and soon we’ll make an official announcement to give a clear answer on that.
It will be possible to build tracks und multiple stations within one city, but there is no special metro system.
Towns are rather small in the beginning (1850) and grow during the game dependent on the player’s actions. They can get quite large but not huge.
basilUrban Games TeamTrain Fever will offer tools to handle repetitive tasks.
E.g. there will be a tool which allows to replace all locomotives of a certain type, age or reliability.
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