Name | Metropolisim | ||
Developer | Halfway Decent Games | ||
Publisher | Halfway Decent Games | ||
Tags | |||
Release | Coming Soon | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store |
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These intersection types can be changed at your discretion to whatever you require to manage your road networks and to ensure the best flow of traffic through your city. Initially a quiet residential street may be best served by a 4-way intersection with stop signs. This will ensure residents don't have to wait too long when there may be very little traffic on the street. As that street grows over-time it may be re-zoned for medium or high-density residential. Once larger buildings begin construction there will be an influx of additional traffic. At that point you may want to change the intersections at each end of the street to be 4-way with traffic lights to better control the flow of traffic on the street. Additionally, through inspecting the road type and bringing up the intersection panel you will be able to change the timing and pattern of traffic lights. This will be useful if you observe a street that has a significant amount of traffic flowing in one direction but not the other. If you have more traffic going north/south on a street than east/west you can set the traffic light to remain open for north/south traffic for twice the amount of time it remains open for east/west. This increased amount of time for traffic traveling north/south to flow through the intersection will alleviate potential traffic jams. This is just the tip of the iceberg when it comes to the level of detail that will be present in Metropolisim when it comes to intersection management. Hopefully this gets you thinking about all the exciting possibilities. More to come in the future. #6 - Traffic - Speed Limits & School Zones Each road type will have a default maximum speed value at time of construction. These values can be tweaked within a clamped range of values to allow you to directly impact the flow of traffic within the city. However, keep in mind that faster traffic creates more traffic noise which directly impacts the happiness of citizens living on the streets you are modifying. So while you may be decreasing commute times for citizens who commute along those roads it will be important not to attempt to zone medium or higher wealth on high traffic and high-speed-limit streets as these citizens will quickly become unhappy. Another feature I'd like to highlight to show just how in-depth I am going with traffic speed management is the implementation of school zones. Just like in real-life, schools will require cars to slow down as they pass by in order to protect the increased number of child pedestrians who will be present in the area surrounding the school. So plan accordingly. Probably best not to zone a school directly on an Avenue for example, as this slowdown on a main avenue will lead to increased commute times and unhappy citizens. #7 - Traffic - Emergency Services Just like in a real city emergency services should take priority over regular vehicles instead of getting stuck behind them. In Metropolisim police cars, fire trucks, and ambulances will cause vehicles in front of them to yield to them by moving to the side of the street allowing the emergency vehicle to pass by unimpeded when possible. However, this will not be possible on congested roads or roads that are experiencing traffic jams. This is because other vehicles will not have the ability to move out of the way of emergency vehicles due to not having space. Another reason it is important to keep your traffic situation under control. If your emergency vehicles are not able to reach their destinations quickly it can lead to fires spreading, crimes escalating, and citizens dying. This can lead to a cascading amount of negative impacts on your city including everything from citizen unhappiness, to building destruction and abandonment as well as draining your budget. #8 - Pathfinding - Shortest Path vs. Fastest Path One of the things I'm most proud of concerningthe pathfinding algorithm in Metropolisim is how it determines which is the best path for citizens to use for each of their routes. One critical aspect of this is the differentiation between "shortest path" and "fastest path". Here is a definition of each:
At first glance you might think that the shortest path is the best path but in the majority of cases it actually is not. An example of this would be traveling along a street vs. a highway. On a highway vehicles are able to travel at a higher rate of speed and with limited or no intersections which cause them unnecessary stops. On a street vehicles travel slower and are forced to stop at each intersection along the way. Now imagine a scenario where a highway and street are running parallel to each other separated by five tiles and a citizen is attempting to travel 100 tiles from south to north on one of those road types. When the pathfinding logic is evaluating the options and trying to find the best path between either the street or highway it should be intelligent enough to know that highways are a more efficient means of travel. I accomplish this by assigning each road type a weight and performing calculations to return a value cost for each path option. The end result of this is that even if the street is closer to the starting point of the path the pathfinding algorithm will understand that it can simply travel 5 tiles further west and get on a highway to proceed the 100 tiles north that is required for the citizen. This results in much more believable and realistic pathfinding and traffic patterns as citizens will prefer to use highways, avenues and one-way roads instead of surface streets. I'm so excited about this. #9 - Pathfinding - Route Views https://youtu.be/8qkxyaclzvI Finally, I'd like to talk about route views. In Metropolisim you have the ability to see the route any citizen is on at any time simply be inspecting or querying the citizen as they move through the world. Just two clicks of the mouse will get you into their Citizen Detail panel and then to the 'Show Route' button. This will draw their path on the screen. This gives you the ability to get detailed information about the citizens who are using your roads, what they are using them for, how long it takes for them to reach their destinations, and how they are contributing to the overall traffic patterns in your city. This tool can be incredibly powerful as a Mayor and it also adds a level of depth and realism that I feel is really fun and exciting. #10 - Conclusion If you've made it this far thank you for reading all of this. As I've said numerous times I remain excited about the future of this game and committed to my vision of creating the most deeply complex city building game available for Windows, Mac, and Linux. We are inching slowly closer to Early Access release later this year but I believe me when I say I have many years of content planned for Metropolisim. New content will not end when we enter Early Access or even after 1.0 release. If you haven't already please consider Pre-Ordering Metropolisim. Thank you again for your support. Signing off for now. -Roy |
Hello all you Metropolisimers? Metropolisimites? Metropolisim-lovers? Hmm..need to work on that. Open to suggestions. :) |
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