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Cities: Skylines - Dev Diary 2: Zoning 开发者日记2:分区

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1楼2014-11-05 22:00回复
    Hi there, you city builder aficionados! Once again it is the time for another exciting story from the pages of developer diaries. I am your humble host, Henkka, and I am here to talk about zoning. So, gather around by the fire and let your imagination fly...
    Oh, and in case you missed the previous entry to the dev diaries, here it is: Dev Diary 1: Roads.
    Basics of zoning (or "Why zoning instead of manually placing all buildings?")
    If the roads are the bones of the city, then the zones are the meat around the bones. Very early on in the development process it was clear that we wanted the game to feature a zoning tool instead of placing the myriad of the regular buildings manually. With zoning the player*s job is to rule where the different types of buildings appear but it is the citizens* (that is the game*s) job to actually move in and build the new houses, shops and factories, all according to the different needs of the city. The player can determine what the city requires and when by using the RCI indicator in the GUI.
    While discussing the possible ways to build a city a few ways emerged: placing buildings individually and zoning. While individual placing of buildings seemed interesting and in theory allowed the player to create the exact city they wanted it became clear that creating large cities would be difficult and cumbersome. The sheer amount of buildings needed to place would turn the game into an editor rather than a city builder. Also problems would arise with the needs of the city conflicting with the artistic visions of the player: the player would want to build 10 tenements in an area while the game calculated the city required only 3. Communicating this kind of information that is always changing as the game progresses would be impractical. And as the city grows and new technological levels are reached, the player would need to manually upgrade all the buildings in the city which in the end would mean going through thousands upon thousands of buildings.
    Zoning on the other hand simulates more closely city planning on the higher level where the city planners lay down guidelines and rules for citizens and companies to work in. We decided that zoning is the way to go in a game of this scale. And clever city planners can take advantage of the various zoning tools and have more control over the zoneable buildings than just painting large areas if they so choose. For example, instead of zoning the full depth of the zone grid (4 cells) the player can zone thinner slices, like 2 cell deep areas, that spawn smaller building fitting the 2 cell deep restriction.
    Zone types
    Cities: Skylines features three main categories for zoning: residential, commercial and workplaces. All three are divided into two types, low and high density for residential and commercial, and industry and offices for workplaces.


    2楼2014-11-05 22:06
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      Residential areas are the backbone of your city. Detached houses such as the ones on low density residential zones are inviting to older people and families with kids. High density residential apartment buildings on the other hand serve the needs of younger adults who value cheaper living costs among other things.
      Each zone type serves different groups of citizens even though some overlapping occurs. For example, low density residential building are favored by families with young children and seniors while high density buildings are favored by young adults and families with no children. Low and high density commercial building work in a similar way: different citizen groups choose one zone type over the other if both are available in the city and can be accessed by good road connections.
      While most of the workplaces are in the industrial and office zones commercial zones create workplaces as well even though their main function is to sell goods to citizens and accept goods deliveries from local industry. The first to unlock in the workplaces is the industrial zone which creates factories of all sizes according to workplace demand. Industrial efficiency is connected to the quality of workforce (workers* education) as well as their ability to ship goods they produce and if all the stores and shops in the city have full storages industry can stagnate until the issue is solved by providing new businesses or outside connections to ship their goods to. Offices, just like the high density residential and commercial zones, unlocks later in the game when the city is able to provide workers who are adequetly educated to perform in those jobs.
      Zoning some high density commercial areas.
      Zoning tools
      In Cities: Skylines there are various tools for zoning, each having its uses.
      Fill tool lets the player zone large areas on one click. This tool is especially useful with city blocks of small and medium sizes since it can fill them on one go.
      Marquee tool allows the player to click and drag an area of their choosing and zone huge areas at once. The margquee tool aligns itself with the grid if the drawing of the area starts next to a zone grid.
      The game also features two zoning brushes, a small and a large brush. With these brushes the player can paint zoned areas. The only thing that needs to keep in mind is that the zones have to reach the road or otherwise the buildings won*t spawn.
      Large zoning brush in action.
      Building leveling – Residential
      Each zoned building has a level. This refers to the education level of the inhabitants, the land value in the neighborhood and the services available close by. As the citizens are educated and the overall quality of life increases with new city service offerings, the buildings gain levels. Lower levels have fewer requirements, for example they require only some of the city services. Lower levels on the other hand have bigger negative impact on the surroundings from polluting factories to residential buildings generating more garbage. The highest levels require full city service coverage as well as great commercial and workplace connections to keep up their standard of living.
      Building leveling – Commercial
      Similarly to residential buildings commercial buildings require that their neighborhood is at a suitable standard to level up and be able to offer services to higher level citizens (level 1 has general stores while level 3 has designer shops and so on). In most cases the bonuses granted by the presence of city services and the high enough land value will eventually lead commercial buildings to achieve conditions to level up. Unlike residential levels, commercial and industrial buildings with higher levels require workers with higher education. Almost every workplace has some level 0 jobs but in order to get the most out of a 3rd level workplace it requires staff with proper levels of education.
      Building leveling – Industrial / Office
      Workplaces like industrial buildings and offices level up when the surrounding conditions are met. Land value plays an important role for achieving higher levels and worker education levels are equally important to be able to run the businesses after said leveling has happened. Industry in particular experiences drastic changes when reaching highest level: goods produced are of the highest quality and pollution which is a trademark of lower level factories and such is a thing of the past.


      3楼2014-11-05 22:07
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        Offices don*t create pollution which is why they can be safely zoned next to a residential area.
        Offices unlock at a later stage since they require even more educated personnel to be functional. Once the player reaches this level and is able to really start educating their citizens with the higher level of schools they can choose to switch to office workplaces instead of industry on the expense that it might not create as much tax income as the more polluting yet profitable regular industry.
        - Henkka also known as an artist, designer and level designer at Colossal Order


        4楼2014-11-05 22:08
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          一下翻译:
          您好,城市建设者爱好者!是时间从开发日记的另一页精彩的故事。我是你卑微的主持,Henkka,我在这里谈谈分区。因此,聚集在火炉旁,让你的脑洞大开吧...
          哦,如果你错过了前一个条目的开发日记,那就是:开发日记1:道路。
          分区的基本知识(或“为什么生分手动将所有建筑物呢?”)
          如果道路是城市的骨骼,然后将区域周围骨头的肉。很早就在发展过程中,很明显,我们希望游戏中设有一个分区的工具,而不是手动将普通建筑的无数。随着区划玩家的任务是规则的不同类型的建筑物出现,但它是公民(也就是游戏中的)工作,以实际移动和建立新的房屋,商店和工厂,全部根据的不同需求城市。游戏者可以决定什么城市需要和当通过使用在GUI中RCI指示器。
          在讨论建立一个城市的可能途径几个方面出现了:把单独的建筑物和分区。而建筑物的各个配售挺有意思的,而且理论上允许玩家创建他们想要它变得清晰,产生大的城市将是困难和麻烦的确切城市。建筑需要的地方巨量都会使游戏到编辑器,而不是一个城市的建设者。也将出现与城市与球员的艺术愿景相冲突的需求问题:玩家将要在一个地区建设10个矿权,而本场比赛计算只需要3通讯这样的信息总是在不断变化的城市在游戏的过程将是不切实际的。而随着城市的发展和新的技术水平达到了,玩家需要手动升级在城市里面到底意味着在成千上万的建筑经历上千所有的建筑物。
          分区,另一方面模拟更加紧密的城市规划在较高水平,城市规划者奠定了公民和企业一道,指引和规则,我们决定分区的方式去在游戏这个规模。和聪明的城市规划者可以采取的各种分区工具的优势,并有更多的控制权zoneable建筑不仅仅是画大面积的,如果他们选择这样做。例如,代替区划区域的网格的整个深度(4细胞),玩家可以反应区较薄的切片,如2细胞深层区域,即产卵较小建筑物拟合2细胞深限制。
          区域类型
          城市:天际线具有三个主要的类别划分:住宅,商业和工作场所。所有这三个主要分为两种类型,低密度和高密度住宅和商业,以及工业和办公室的工作场所。


          5楼2014-11-05 22:10
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            住宅区是你所在城市的中坚力量。独立屋如低密度住宅区那些被邀请到老年人和家庭与孩子。在另一方面高密度住宅公寓楼成为年轻的成年人谁的价值除其他事项外更便宜的生活成本的需求。
            每个区域类型提供不同的公民群体,即使有些重叠发生。例如,低密度住宅是由家庭,儿童和老年人的青睐,而高密度的建筑是由年轻人和家庭无子女的青睐。低密度和高密度的商业建设工作以类似的方式:不同的公民群体选择一个区域类型比其他的话都是在城市用,可以通过良好的道路连接进行访问。
            虽然大部分的工作场所是在工业和办公区商业区创建的工作场所,以及即使它们的主要功能是将商品从当地的产业卖给市民,接受货物交付。首先在工作场所解锁是工业区,根据工作需要创造各种规模的工厂。工业效益连接到劳动力(工人教育),以及他们的船,他们生产产品的能力素质,如果所有的商店和商店在城市有充分的货仓业可以停滞不前,直到问题是通过提供新的业务或解决外部连接运送他们的货物。办公室,就像高密度住宅和商业区域,后来在游戏中解锁当城市能够提供谁是适当的教育在这些工作完成的工人。


            6楼2014-11-05 22:12
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              区划一些高密度的商业领域。
              分区工具
              在城市:天际线有各种工具分区,每一个都具有其用途。
              填充工具可以在点击播放区大面积。这个工具是中小规模的城市街区特别有用,因为它可以填补他们一气呵成。
              选框工具允许玩家点击并拖动他们所选择的区域,并立即防区巨大的领域。选取框工具赞同电网,如果区域的绘制开始旁边的一个区格。
              游戏还具有两个分区刷子,小和大刷子。这些刷子玩家可以画划区。需要记住的唯一的事情是,这些区域必须达到的道路或其他建筑物不产卵。


              7楼2014-11-05 22:13
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                大分区行动。
                建筑练级 - 住宅
                每个分区的建筑有一个水平。这是指居民,在附近的土地价值和服务,提供附近的教育水平。作为公民教育,以新的城市服务产品的整体生活质量的提高,建筑物的增益水平。下级有更少的要求,例如他们只需要一些的城市服务。在另一方面下级对周围较大的负面影响,从污染严重的工厂,居民楼产生更多的垃圾。最高水平的需要完整的城市服务范围,以及巨大的商业和工作场所连接跟上他们的生活水平。
                建筑练级 - 商业
                同样地,以住宅建筑商业建筑要求其邻居是一个合适的标准水平了,并能够提供的服务,更高层次的公民(1级具有一般的商店,而3级有名牌商店等)。在大多数情况下授予的城市服务的存在和足够高的土地价值的奖金最终将导致商业楼宇达到条件就可以升级了。不同于住宅的水平,具有较高水平的商业和工业建筑要求工人具有更高的教育。几乎每一个工作都有一定程度的0个职位空缺,但为了获得最大的三级工作它需要工作人员的教育适当的水平。
                建筑找平 - 工业/办公
                如工业建筑物和办公室的工作场所一层是满足周边条件时。土地价值发挥实现更高水平和工人的教育水平也同样重要的是能够运行后说练级已经发生的业务具有重要作用。行业特殊经历剧变时达到最高水平:生产的产品是最高的质量和污染是下级工厂的商标,这样的是过去的事情了。


                8楼2014-11-05 22:14
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                  办公室不产生污染这就是为什么他们可以安全地划旁边的一个居民小区。
                  办公室开锁在稍后的阶段,因为它们需要更学历人员能够发挥作用。一旦玩家达到这个水平,能够真正开始教育他们的公民学校的较高水平,他们可以选择切换到办公场所,而不是行业的代价,它可能不会产生尽可能多的税收收入更污染尚未盈利正规行业。
                  - Henkka也被称为一个艺术家,设计师和关卡设计师的巨型订单
                  (得得瑟瑟的。。。)


                  9楼2014-11-05 22:16
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                    顶起来,学习了,谢谢分享


                    IP属地:云南10楼2014-11-06 22:25
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                      没事


                      来自Android客户端11楼2014-11-06 22:43
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                        在哪里看


                        IP属地:北京来自iPhone客户端12楼2014-11-17 10:27
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