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Beach Properties Dev Diary #1: Creating an Asset Pack

Hello everyone! With Beach Properties out, it’s time for a mini-series of development diaries covering our process and giving you a peek at the new assets. In this first installment, we’ll talk about what an asset pack is and how we approached the development of Beach Properties alongside the development of the game, modding support, and bug fixes.

Asset packs are a new type of official content that opens up the chance to add more building variations to the game and bring you more ways to let your city stand out. Our first pack, Beach Properties, has something new for your peaceful low density residential areas and while nothing forces you to zone these buildings near the waves, these assets might be just the touch your waterfront needs.

Beach Properties includes 60 new buildings across two new low density residential zones, one for North America and one for Europe. The zones contain the familiar 5 levels and using various props and decorations, we have managed to sneak in 24 additional variations for each theme. The pack also includes six glorious Signature Buildings plus a large number of props that will hopefully not only be nice to look at but also very useful when you get your hands on the in-game editor in the not-so-distant future.

1-1 EU Waterfront2.png

Who doesn’t enjoy a waterfront view?

With the Ultimate Edition for Cities: Skylines II we have announced a few different types of DLCs, so let’s take a moment to talk about the two types we’ll bring you. Both asset packs and expansions present a way for us to bring you new content to enhance your cities, but they do so in different ways. Where expansions have a broad concept and bring you new gameplay mechanics to expand the game as a whole, asset packs take a more narrow focus allowing you to pick and choose exactly what fits your playstyle and cities. This allows our amazing art team to create stunning new buildings for you while our programmers have been working diligently on the performance improvements and bug fixes you have received since the game was released.

Before Cities: Skylines II was even announced, we had picked the concept for this pack, though work didn’t properly start on the assets themselves until closer to the release last October. As you may have already spotted from the names of the first DLCs, we have focused our attention on waterfronts and seaside cities. In Cities: Skylines we weren’t able to do much with the waterfronts, so going into Cities: Skylines II, it felt like a natural choice to start expanding the game there.

With the theme selected, our artists found references and started work on the pack. As it includes a new low density residential zone for each of the two themes, we already knew roughly how many buildings we would need. The next step in the process is what’s called “white boxing” where we outline the basic geometric shapes of the buildings, like a 3D draft that allows us to flesh out the scale and make sure it fits within the existing game assets.

1-2 Whiteboxes.png

Work-in-progress models for the European Waterfront Housing

From there we started to iterate on the details that are iconic for the architectural styles we were inspired by. We’ll explore that in more detail in the next development diary tomorrow as we talk about what inspired the Beach Properties and how we created the assets. Until then, we hope you enjoyed this peek at the creation of an asset pack.
 
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I'll just leave this here

IMG_20240326_221244.jpg


24 hours later:

1711541694263.png


I wonder if Steam even has another word after "Overwhelmingly Negative" just to describe how bad it is.
 
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Beach Properties includes 60 new buildings across two new low density residential zones, one for North America and one for Europe. The zones contain the familiar 5 levels and using various props and decorations, we have managed to sneak in 24 additional variations for each theme. The pack also includes six glorious Signature Buildings plus a large number of props that will hopefully not only be nice to look at but also very useful when you get your hands on the in-game editor in the not-so-distant future.


City Planner Plays discussing asset variety.
 
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Hello everyone! With Beach Properties on the horizon, it’s time for a mini-series of development diaries covering our process and giving you a peek at the new assets arriving on the 25th of March.
(checks today's date in confusion) Edit: lol it has been changed, so it seems like this was a DD that was supposed to go out last week but didn't for some reason and was (questionably) repurposed to try to mitigate the negativity?)
With the Ultimate Edition for Cities: Skylines II we have announced a few different types of DLCs, so let’s take a moment to talk about the two types we’ll bring you. Both asset packs and expansions present a way for us to bring you new content to enhance your cities, but they do so in different ways. Where expansions have a broad concept and bring you new gameplay mechanics to expand the game as a whole, asset packs take a more narrow focus allowing you to pick and choose exactly what fits your playstyle and cities. This allows our amazing art team to create stunning new buildings for you while our programmers have been working diligently on the performance improvements and bug fixes you have received since the game was released.

Before Cities: Skylines II was even announced, we had picked the concept for this pack, though work didn’t properly start on the assets themselves until closer to the release last October. As you may have already spotted from the names of the first DLCs, we have focused our attention on waterfronts and seaside cities. In Cities: Skylines we weren’t able to do much with the waterfronts, so going into Cities: Skylines II, it felt like a natural choice to start expanding the game there.
Can you give us any indication that beaches for the beach properties are in the works? Again, it seems insane to advertise a Beach Properties Pack with beach imagery and not include that basic function. The "Waterfront Zone" that can be plopped anywhere inland and doesn't do anything to create the appearance of beaches, let alone beaches with human activity, feels misleading.
header.jpg
 
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So you won't address the severe backlash from your community and all the criticism and just proceed to thinking everything is fine when the reality is this:

obraz_2024-03-26_151957239.png


Or of course you can just call your community toxic again.
You used to be one of the best gamedevs in the industry. What happened to you Colossal Order?
 
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Before Cities: Skylines II was even announced, we had picked the concept for this pack, though work didn’t properly start on the assets themselves until closer to the release last October. As you may have already spotted from the names of the first DLCs, we have focused our attention on waterfronts and seaside cities. In Cities: Skylines we weren’t able to do much with the waterfronts, so going into Cities: Skylines II, it felt like a natural choice to start expanding the game there.
I mean, you choose what do you want to do with the game you design and create right? You did a DLC called "Sunset Harbour", a CCP called "Seaside Resort" and even another one "Hotels & Retreat" with seaside hotels. I guess you could go deeper into waterfronts if you wanted.

And with this chronological launch, you are as we say in spanish: "Starting the house from the rooftop". First, do the beaches. Then, add the properties or other stuff related and can be considered a side option. I mean, it's logic to me do it the other way, rather than the one you selected.
 
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The developers should have been more informed about what the general public understands by beach before starting their work!
Any further developer diary about this will only cause more annoyance.

It's better for the developers to look at the subforum suggestions here for their future work!
 
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What a massive streak of bad decisions, here was your chance to redeem it, to come up with a really good DLC and throw some free stuff around (you know, like you used to do with CS:1, was a really good formula)

Instead you come up with a half baked set of copy-pasta building-models, that dont really work from a gameplay perspective (land value anyone) and the first "DevDiary" after that massive failure of a release is basically a marketing talk about how great the DLC is. You guys need to touch ground and make decisions based on feedback, not on marketing targets
 
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Fix the bugs please.

Refer to the Bug Report forum, the one where no member of PDX/CO have posted a single reply or flagged a thread since January 2024.

Only suggesting, cause I think you have forgotten it exists, theres only 2000+ more reports logged since you last showed any activity there or offered a response to people who are devastated that they cant even launch the game they purchased.
 
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(checks today's date in confusion) Edit: lol it has been changed, so it seems like this was a DD that was supposed to go out last week but didn't for some reason and was (questionably) repurposed to try to mitigate the negativity?)
May have been originally written with the intention of being released earlier, but this dev diary was listed on Paradox's page as coming out today (and another one tomorrow) as early as 2024-03-18.

It still has the old text on the Paradox version:
 
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City Planner Plays discussing asset variety.
One of the top comments (with 960 upvotes at time of this post) on this City Planner Plays review video, states;

The DLC feels like the sole purpose was to limit legal liability for people who purchased Ultimate. “Cant sue us now, we delivered”


Glenda.png

'Theres no sinking this boat Glenda'

I think your sinking your own boat Colossal Order.
 
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Look, the buildings look great (even though they're not exactly what we associate with beach resorts), and props to the artist team, I like the grpahics of the game even though you could've used more colour. This is just really tone-deaf, though. I probably can't blame the author of this WOTW (btw I'm not sure why you don't just call them dev diaries) for that, but seriously,

I don't envy the regular employees at CO right now. Must be an incredibly challenging workplace and toiling away at fixing this game must be proving to be a thankless job considering how little they've been able to actually accomplish. That is unless a number of their devs have moved on to some other project and CS2 has been left to languish.

btw, agree with the theory that this DLC is just a couple of assets they had lying around and released so that they could fill the empty Beach Properties DLC slot.
 
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Look, the buildings look great (even though they're not exactly what we associate with beach resorts), and props to the artist team, I like the grpahics of the game even though you could've used more colour. This is just really tone-deaf, though. I probably can't blame the author of this WOTW (btw I'm not sure why you don't just call them dev diaries) for that, but seriously,

I don't envy the regular employees at CO right now. Must be an incredibly challenging workplace and toiling away at fixing this game must be proving to be a thankless job considering how little they've been able to actually accomplish. That is unless a number of their devs have moved on to some other project and CS2 has been left to languish.

btw, agree with the theory that this DLC is just a couple of assets they had lying around and released so that they could fill the empty Beach Properties DLC slot.

The problem is not the team. I personally admire the programmers who crafted the game. No small feat. Its just heavily unpolished and not QA'ed. I think the lead game designer had the right vision, but the implementation wasnt finished or tested. Kudos to him.

What I dont admire is the dishonest marketing, lies about timeline delivery of mods, and Ultimate Edition content, and non engagement with the community that they are being listened to and their issues are being addressed. The 'Beach Properties' DLC criticism is the quantity, not quality of content.

The problem is it is if the developer has their own agenda (aka. delivery on DLC content and Console release as their priority) and are tone deaf to what the community is repeatedly asking for, a working simulation game that functions as advertised in pre-release marketing.
 
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Avanya, I am so sorry that they made you be the public face of this mess.

They gave you a script to pretend that everything is fine, when the DLC is a dumpster fire, it's rated 5% approval on Steam, and the community is mad.

You deserve better, Avanya. The CEO should be out here taking the flak, not you.
 
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