- #Why does my city skylines game have such bad graphics how to
- #Why does my city skylines game have such bad graphics mods
MH: There's no way we're going to change it because the traffic behaves in that way due to computing power. Are there any plans to change the way traffic works in the game? TR: Traffic has been highlighted as one of the more problematic elements of the game, with cars getting stuck in single lanes and the whole thing really having a negative impact on cities. MH: If they drown everybody in pools then they are terrible people! TR: In what ways can somebody building a city in Skylines learn something about themselves? Modders have also made helicopters that you can fly around the city. He posted a screenshot that showed some pink glowing things where all the lines were electric and crazy! It looked super cool, and he eventually got it working the way he intended. A guy had plans to make the buildings graphics very specific with outlines, but Unity behaved in a weird way.
#Why does my city skylines game have such bad graphics mods
TR: Are there any mods that stand out for you?
Players are so skilled that they've actually disregarded the modding API to do super cool stuff we had no idea they could do.
#Why does my city skylines game have such bad graphics how to
We had to figure out how to make it so that people could mod Cities: Skylines, which was something people wanted to do from the beginning. And then there was modding, which didn't work in Cities In Motion 1 because we had no idea what we were doing in terms of making mods meaningful, which was the same for the second game. MH: One was how to figure out performance and memory issues when having big maps because we already had them in Cities In Motion 2. TR: What were the biggest lessons you learned creating the two Cities In Motion games that helped with Cities: Skylines? The team have been playing Transport Tycoon, Traffic Giant, SimCity games and older ones - Ceasar, for example. But simulation games provided such a familiar and lovely feeling. I'd completely stopped playing games during high school and uni - I'm not really a gamer. I used to play Theme Park back in the '90s when I was a small girl, so Cities In Motion brought back so many memories. The first time I tried the Cities In Motion demo, I was like "thank God I like this game! It's going to be so much easier to sell because I enjoy it." I was a student who was asked to join the company to handle the business side, but I was really into simulation games. MH: Yeah! It's funny because I personally have no industry background. TR: You guys must have been huge Theme Park, Roller Coaster: Tycoon, and SimCity fans back in the day. We wanted big maps and to fully focus on single player because we didn't have the resources to make big fancy features, so it was driven by what we always wanted to do but could also pull off. We had the vision for the game before SimCity, so we stuck with it and didn't research what they were doing too much. We began to notice that there might be room for another city builder, and our publisher was like "your idea's fantastic, let's do this!". MH: We were quite devastated and wondered what type of sequel we were going to make to Cities In Motion 2, but that all changed after SimCity's launch. TR: Did SimCity change how you approached making Cities: Skylines? We thought they were going to build this fantastic game and leave no room for competition!
By the time we had the technology and a skilled team needed to create a city builder, SimCity 2013 was announced.
It was impossible to make one at the beginning with only five people and no track record, so in 2009 we started to focus on creating a smaller-scope game which became Cities In Motion, followed by Cities In Motion 2 that came out in 2013. MH: It's a funny story because we've been pitching a city builder for many years. TR: People tend to pit Skylines against SimCity 2013 - did you do any research into what gamers might want that was missing in SimCity?