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The Sounds and Simulation of the New SimCity

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A new article released today on the SimCity website gives us information on the traffic simulation, UI, and music of the new SimCity. The game's traffic system will feature sounds based on the movement and speed of the cars. Pictures of the UI have been released, revealing more information about the simulation and its elements. There is also an example of what the new SimCity's music will sound like.

Check out the article for all the info!


29 Comments

Amazing!!
Photo
Halen Of Dania
Jun 26, 2012 - 10:40 AM

Amazing!!


Even though it's just a little cut. It's something :D
Let's see...
Bottom:
City name and mood?
Bulldozer
Transportation, Zones.
Power, Water, Sewage?, Garbage
Fire, Police, Health
Education, Landmarks?, Rewards?
Chat, Menu

Top:
Speed controls, time, news ticker, income, city funds, population, view controls.

Very interesting indeed...
Hm... i see good things. But..
"In this SimCity the cars are actually tracked individually! We wait for a car to hit a stop light and then when it leaves the intersection we can play a sound of a car pulling away and not just any car sound, the right car sound! We can also track the car as it moves and play a sound as it drives past."

I think that they trying to implement so many superfluous features...so much focus on minor things. I swap it for larger maps, strongly.
Yea, everything in this simcity seems much more micro-oriented. There are individuals each with their own stories, modular plopping of structures and the cities are only a mere 4 km^2 each. Iw ould much rather have large scale city management than TheSims-like features.

Although it would be great if both are present. But Macro > Micro
Maxis already clarified that bigger city tiles are not possible due to bandwidth issues this may cause when in multiplayer.

Sorry to disappoint you there.
getting rid of online only would solve that issue instantly =/
Do you know that the whole economy thing is based around the multiplayer and online, right?

If you don't want the game to have only don't buy and get back to your SC4.
Kent Jolly is easily one of my favourite composers.
Have you guys seen the screen shots? So pop count says 57 people. In the crossing alone there are about 27 cars. So... Yeah, The Sims 3 - Bigger Neighborhoods.

Have you guys seen the screen shots? So pop count says 57 people. In the crossing alone there are about 27 cars. So... Yeah, The Sims 3 - Bigger Neighborhoods.

Did you ever consider that the entire region is just that intersection and the cars were placed for the screenshot, and maybe those 57 people are just in the 27 cars.
Who said I didnt want the game? I want the game...just offline

I feel this might have the massive fail of Cities XL online play.

Also,am screwed if I dont have internet,it just shouldnt be a prerequisit.
@0wn3d I think youre right. If you look at tax income per hour (I think thats what that box is at the top right) it says 0 which says to me the cars were plopped for a screenshot.

In terms of map sizes ya I would love larger maps... I only play on large maps these days but at city edges it looks like there is much more continuity between cities so if city connections arent annoying like cities xl then it might actually be a non issue.
I like the UI, minimalistic, simple, and small. I can't wait to see actual non debug pictures with it in it.

FlyHigh, on , said:

Have you guys seen the screen shots? So pop count says 57 people. In the crossing alone there are about 27 cars. So... Yeah, The Sims 3 - Bigger Neighborhoods.
Did you ever consider that the entire region is just that intersection and the cars were placed for the screenshot, and maybe those 57 people are just in the 27 cars.


Well that's really not possible, is it? If the game is truly what they claim there there needs to be at least some residential lots and somewhere where the intersection takes them. Remember, they claim every sim is a sim with need and wants.

FlyHigh, on , said:

Have you guys seen the screen shots? So pop count says 57 people. In the crossing alone there are about 27 cars. So... Yeah, The Sims 3 - Bigger Neighborhoods.
Did you ever consider that the entire region is just that intersection and the cars were placed for the screenshot, and maybe those 57 people are just in the 27 cars.


Or there are 27 people out driving somewhere and the rest are either at home or at work. Yes… Every Sim has a life… Who says that the whole population has to be out driving?

Maxis already clarified that bigger city tiles are not possible due to bandwidth issues this may cause when in multiplayer.

Sorry to disappoint you there.


so basicly just becouse of MP we cant have big tiles?

<p class='citation'>Mithrik, on 26 June 2012 - 04:04 PM, said:</p><div class="blockquote"><div class='quote'>Maxis already clarified that bigger city tiles are not possible due to bandwidth issues this may cause when in multiplayer.

Sorry to disappoint you there.
</div></div>
so basicly just becouse of MP we cant have big tiles?


As far as I know Maxis has never stated this. Multiplayer in SimCity will be asynchronous. This means that you won't be actively be playing together like a traditional multiplayer game. This also means that bandwidth should be a non-issue with multiple players.

The reason I understood for the map size decision was because of the simulation engine. Specifically because of the agent system they are using. Keeping track of everyone and everything moving around in your city and potentially other cities can take a lot of processing power as the city grows in size.
You could probably build multiple cities together, where they could be part of a much larger city. Based on the trailer, you can zoom out and see other cities, so maybe you can build one right next to it and connect it to the other one.
They could be districts, like several of them could be residential, then commercial districts, and industrial districts, all making one large city.

I do personally think it would be perfect if people could have the option for 1x1km, 2x2km, and for computers that blow past the game's requirements, 4x4, even 8x8 or bigger, but those could be optional, for those with powerful pcs, and less powerful netbooks, for example could have 1x1km.
I would like them to keep the option of large maps (8x8 or larger). Even if there were a BIG message on the screen warning of a possible poor performance.

All all these little details (people walking, cars perfect paths, highly detailed animations, etc.) could be disabled, if necessary.

I dont mind the cars disappear (as in SC4), or as some details are generated by statistics, as long as I have a good simulation running on large maps.
Well, then this simcity probably won't be the one for you - as Maxis specifically states in almost every interview that it will be very micro-oriented simulation. It's really quite sad that all the powerful computing power available now is put into people walking around.

I don't want to zoom in to see my sims driving their cars in a village; I want to zoom out to see my metropolitan area operate.

0wn3d, on , said:


Or there are 27 people out driving somewhere and the rest are either at home or at work. Yes… Every Sim has a life… Who says that the whole population has to be out driving?


I'm not questioning that. What I'm saying is that intersection is way too big (and expensive) for 57 people.

I. Lostalim, on , said:

0wn3d, on , said:


Or there are 27 people out driving somewhere and the rest are either at home or at work. Yes… Every Sim has a life… Who says that the whole population has to be out driving?

I'm not questioning that. What I'm saying is that intersection is way too big (and expensive) for 57 people.



Then it must be for demonstration... Since the programmers have control over everything like some sort of god mode, they can break the rules.

Well, then this simcity probably won't be the one for you - as Maxis specifically states in almost every interview that it will be very micro-oriented simulation.

Not really. What they really say is that it is a "bottom-up" simulation where the city is created from masses of individual agents. This has the potential to be good on the macro scale as it will probably be a more detailed and dynamic simulation. As for large metropolises, as pcwhiz24 already said a trailer appeared to indicate cities could be right next to each other and unlike in SC4 you could see the neighboring city - and crime and pollution can cross boundaries now, unlike in SC4. So in many ways they are in fact expanding on the macro as well as micro components, by enhancing the region aspect of the game.

Sepen77, on , said:

Well, then this simcity probably won't be the one for you - as Maxis specifically states in almost every interview that it will be very micro-oriented simulation.
Not really. What they really say is that it is a "bottom-up" simulation where the city is created from masses of individual agents. This has the potential to be good on the macro scale as it will probably be a more detailed and dynamic simulation. As for large metropolises, as pcwhiz24 already said a trailer appeared to indicate cities could be right next to each other and unlike in SC4 you could see the neighboring city - and crime and pollution can cross boundaries now, unlike in SC4. So in many ways they are in fact expanding on the macro as well as micro components, by enhancing the region aspect of the game.


The detailed sound of the city, the complete path of the cars and citizens, many detailed animations has nothing to do with the simulation, in fact.
These things are great, but superfluous .. who will occupy the hardware when it could be better used rendering larger maps, which give us possibility of a metropolis (or a little closer) fully simulated.
We'll see adjacent maps, but the simulation is actually occurring in only one.