A huge update this week! You can now build your city in the rest of the 2092 world - Asia, Africa, and Oceania are now available. Plus, a new organization will join your cities: Wajima, the eye augmentation corporation. To top it all off, a lot of improvements and bug fixes. Thanks to all of the players for the feedback, it has been amazing!
Whole world update
The Skid Cities's 2092 world is very different from our own. You can now build in 40 different regions in the world, from the coasts of Africa to the Australia Trade Authority. Due to the ocean rise events of the 2050s, the coastline is of course different. The national state is, well, obsolete. Every political entity now also sports a unique coat of arms. Every region has its own unique characteristics and - if you choose multiplayer - set of cities already built in it. I'm very excited about this update as it brings the game one step closer to the final vision I had when I started it - a global, alternative, future world where you can build new cities.
New Organization: Wajima
Wajma Corporation is one of the biggest corporations in the world of Skid Cities. It provides high-quality eye augmentation technologies, foundational to any augmented reality and other information-retrieval eye-implanted devices. To have Wajima join your city, you will need a good amount of high-level corporation offices (level 3 or better). Once Wajima joins, it will bring a lot of demand for even more corpo offices in your city.
Improvements
📈 You can quickly pick up the latest city you played from the main menu by clicking 'Continue' 📈 The world map now shows the coat of arms of the state selected 📈 The region view was improved in order to accommodate more cities in the multiplayer map 📈 Automatic roads are now placed every 8 tiles instead of every 4. Your cities will look a lot cleaner! 📈 Improved the 'Wealthy Citizens' tutorials 📈 The new cars were draining the performance a bit. Now they are hidden from the player if seen from afar
Hey cyberpunkers! A small update to address some bugs and remodel some buildings so that they look better and run faster. Every time you see me updating a building 3D model, know that I'm not only doing that for esthetic purposes: In the process, I also optimize the model so that it runs faster and does not slow down in big cities. Let's start!
New model for the Camera nest
The camera nest is the smallest police building you can set up. It will detect crimes and tag the perpetrators as criminals. It can be placed on top or instead of a stretch of road, making it useful at any level of your city. Of course, if the crime in your city is very high, it may not be enough. This is how it used to look: I really did not like it. The proportions were off, plus it was just not looking very good. But how to improve it? I came up with another concept for the camera nest, where the camera nest is a floating, donut-like device full of security cameras in every direction. This is how it looks: Same shot but during the night: Plus, if you zoom in, you will see it floating and turning around, checking your citizens out. I really like it now! Especially during the night, it makes it way more recognizable.
New model for the Wiretap front
The model for the wiretap front was very elaborate, but off in terms of proportions. Plus, it was very poorly optimized! This is how it looked: Why don't I like that? Well, this is the second tier of secret service control buildings, used to decrease dissidents. The previous tier is also a wiretap-like building:
So I concluded that this building was not memorable enough to be interesting. I then changed it to something else: A dissident honeypot. A fake dissident political center, run by your secret service. This new concept is unique and I felt it made the whole process easier. I came up with this model:
I like it, but I'm still not 100% satisfied. I may adjust it later. Let me know what you think in the comments!