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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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That is unless a number of their devs have moved on to some other project and CS2 has been left to languish.

I don't see that happening. Colossal Order is known for Cities in Motion and Cities: Skylines. If they shit the bed with SC2 and then jump ship, the studio will close, because no one will want to buy their games. That said, they have an incredibly amount of good will from SC1, and there's still a lot of time to get SC2 back on track. This DLC didn't help though. Especially when they pretend multiple levels of the same building are separate buildings, and there's nothing really to do with the DLC's name in the assets that are included. And there's props that might be locking players who don't get the DLC out of future assets. (The trees.)
 
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I don't see that happening. Colossal Order is known for Cities in Motion and Cities: Skylines. If they shit the bed with SC2 and then jump ship, the studio will close, because no one will want to buy their games. That said, they have an incredibly amount of good will from SC1, and there's still a lot of time to get SC2 back on track. This DLC didn't help though. Especially when they pretend multiple levels of the same building are separate buildings, and there's nothing really to do with the DLC's name in the assets that are included. And there's props that might be locking players who don't get the DLC out of future assets. (The trees.)
They already dropped the ball the same way with Cities in Motion 2.

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.
Pretty much my thoughts, too. The HoI4 team just dropped a spectacularly unpopular DLC, and their subsequent dev diary was pure self-reflection and damage control. It was basically "okay, so you all hated this, so let's go through what went wrong." They went through every single review and then wrote a DD basically covering the most common complaints. A single DD (sorry, WOTW) from CO would've helped so much. "Here's the journey to launch and what went wrong. We had an incredibly ambitious plan and it was released short of our goals because (insert reasons here). We're really sorry and here is how we're going to work on addressing this failed launch".
 
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I've not bought the game and despite loving CS1, i'm not planning to. This feels like a scam to be honest.
Same here, And with every release, every diary, in fact everything PR-related, CO only makes it worse. I have decided to not ever buy this game, no way I want to back a company that is so greedy, and feels itself so much better then it's costumers.
Shame, because I had over 2k hours in CS:1.
 
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They already dropped the ball the same way with Cities in Motion 2.


Pretty much my thoughts, too. The HoI4 team just dropped a spectacularly unpopular DLC, and their subsequent dev diary was pure self-reflection and damage control. It was basically "okay, so you all hated this, so let's go through what went wrong." They went through every single review and then wrote a DD basically covering the most common complaints. A single DD (sorry, WOTW) from CO would've helped so much. "Here's the journey to launch and what went wrong. We had an incredibly ambitious plan and it was released short of our goals because (insert reasons here). We're really sorry and here is how we're going to work on addressing this failed launch".
We have been petitioned this since CS2 came around. Instead we were painted with the big toxic brush and demand patience like children. “Actions speak louder than words” was the CEOs comment to us.

The action so far has been incredibly weak end poor. I’m really despairing: to think this was the dev diary they thought of releasing after this mess of a DLC instead of how Arheo and his team reacted to HOI IV DLC makes me more depressed at how out of touch they have become.
 
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We have been petitioned this since CS2 came around. Instead we were painted with the big toxic brush and demand patience like children. “Actions speak louder than words” was the CEOs comment to us.

The action so far has been incredibly weak end poor. I’m really despairing: to think this was the dev diary they thought of releasing after this mess of a DLC instead of how Arheo and his team reacted to HOI IV DLC makes me more depressed at how out of touch they have become.

I agree, and personally, Ive chosen to not purchase any future Paradox content, for Stellaris, Prison Architect etc. Its really made me question trust with this brand and what to expect.

Im curious if enough of us write directly to Paradox CEO Frederik Wester to address our frustrations, we might start to get some change in the right direction. Some engagement and direction that is similar to other Paradox developers (ie. Stellaris/HOI devs) would be nice start.

Anyone got any suggestions on how to reach out to him, so we can address the failings directly?
 
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Same here, And with every release, every diary, in fact everything PR-related, CO only makes it worse. I have decided to not ever buy this game, no way I want to back a company that is so greedy, and feels itself so much better then it's costumers.
Shame, because I had over 2k hours in CS:1.
An even bigger shame is what it says about PDX. They used to be a studio known for following up the games they developed and published for years and years. Even if the game was a broken mess at launch, which happened more than once (in the case of both HoI3 and 4, for example), we put up with that because we knew PDX would fix them given enough time.
Now we have a game that's really promising at launch, but still has a lot of work left to do. Maybe it's just too ambitious a beast to fix, maybe they're not getting the support they need. The way they're not addressing the issues in their WOTWs indicates to me that me it's the latter, sadly. Really sad to see what PDX has become.

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I agree, and personally, Ive chosen to not purchase any future Paradox content
Same. They need to get their act together for me to buy anything more from them. I'm not rewarding this behaviour with my wallet. It started some time ago with me no longer buying DLCs because they put a bug fix and an important feature (Vichy France not joining the war early and the ability to close sea zones from convoys so they don't pick suicidal routes through enemy waters, respectively) behind DLC paywalls, and now it seems I won't be buying anymore from them, period. Again, really sad.
 
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.... giving you a peek at the new assets.

(...) 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.

(...) 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.

You have to be kidding us.

New assets? How are you able to deliver new assets when the community is still waiting for the announced region packs with thousands (IIRC) of new assets? The assets which cannot be delivered allegedly because asset import isn't working yet?

So you decided to go for water fronts even before the first announcement of CS2 (which, if memory serves me was almost one year ago) and your first action (remember, actions speak louder than words!) is to release something which doesn't have anything to do with water fronts?
Nothing of what you have shown resembles anything one would immediately relate to water fronts. Nothing.
 
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An even bigger shame is what it says about PDX. They used to be a studio known for following up the games they developed and published for years and years. Even if the game was a broken mess at launch, which happened more than once (in the case of both HoI3 and 4, for example), we put up with that because we knew PDX would fix them given enough time.
Now we have a game that's really promising at launch, but still has a lot of work left to do. Maybe it's just too ambitious a beast to fix, maybe they're not getting the support they need. The way they're not addressing the issues in their WOTWs indicates to me that me it's the latter, sadly. Really sad to see what PDX has become.
You are probably right, but as a potential customer, I only see the advertising and marketing. Those video's, tweets and other media are directly from Colossal Order, they are trying to sell this game under false advertising (i.m.o).
If it's Paradox behind scenes making CO do that (and by now, I know they do) maybe it's time for CO to abandon this sinking ship, or at least speak up in a way that's legally possible. But to me it looks they are fine with it, keep on selling overpriced low quality content, and continue to embrace this monetized strategy.
 
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New assets? How are you able to deliver new assets when the community is still waiting for the announced region packs with thousands (IIRC) of new assets? The assets which cannot be delivered allegedly because asset import isn't working yet?
I also seem to remember a promise not to release DLCs before the game was fixed. A partial refund to people who bought the Deluxe edition or whatever it was called would've been far better than a filler DLC.
 
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I dont know if I should be sad because of the state of things, or be genuinely impressed by CO's ability to shoot itself in the foot. Repeatedly, but at the same time very accurately.
 
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I dont know if I should be sad because of the state of things, or be genuinely impressed by CO's ability to shoot itself in the foot. Repeatedly, but at the same time very accurately.
Very, very sad. Iirc, 6 months ago I was really really excited for it. Pre-ordered ultimate edition foolishly based on their track record with CS1 and wanted to support honest people who wanted to do something different than EA approach to gaming. I wasn’t aware of their record with sequel games and abandonment of them. I think this led me on through despite my grievances and worries on it.

They not only didn’t deliver on the insane marketing promises, they betrayed our trust multiple times, metaphorically spat on us and get people defending their actions. It will only encourage this sort of behaviour, and I expect player numbers to recover, further exacerbating the issue.

It’s like seeing the company u loved turn into the thing they explicitly said they would never ever do. I don’t know how they manage to squander their it, but perhaps there is some impressiveness. But mostly sadness at what CO has become. I feel betrayed, ngl. :confused:
 
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Someone said CS2's new DLC might be the lowest ranked product on Steam. I went on Google and found that the other contender was Leviathan DLC for Europa Universlis IV.

Also by PDX.

I dont know if I should be sad because of the state of things, or be genuinely impressed by CO's ability to shoot itself in the foot. Repeatedly, but at the same time very accurately.
"Manager, I tried shooting myself in the foot as you suggested, it didn't work."
"Try the other foot."
 
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The paltry level of content in this assest pack should also be the main problem imo not just about misleading marketing. Even if they made no picture, it’s still really poor amount of assests we got. And for $10/13/15? In CS1 we had the Financial District DLC 2/3rd the cost with actual mechanics in them.
 
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... we have managed to sneak in 24 additional variations for each theme.

I'm starting to lose it with you guys over at CO. I have been a vocal supporter of your studio for years - even getting myself banned from these forums several times by defending you and upsetting other players who hated on you from the start without giving you a chance - but this is making it difficult for me to continue being your cheerleader.

You didn't sneak anything additional into this content pack. You slapped a different color on some of the same assets and called them unique in order to make the content included in this pack feel more robust, even though it is not.

I'm not even mad that you're charging people for additional content (it makes sense that certain additions to a game cost money to make, and therefore shouldn't be free). I'm mad that you're trying so hard to cover your tracks and make it look like everything is fine with this game and what's been going on with its development. And I'm mad that you think you're pulling the wool over our eyes by advertising the "variety" of this content pack, even though we're smart enough to know it's just a different color.

It might be time for you guys to say, "Whoops! We messed up big time and we're sorry!" And then come up with a legitimate way to make this up to your fans.

I am patient and I do still think this game has a lot of potential, but I can no longer sit here and try to defend your work as a fan of your studio.

You are making decisions that make it impossible to continue singing your praises.
 
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@co_avanya

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.

At $10 per pack, how are you going to compete with free assets when the assets editor becomes available?
 
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It's 10 buildings for each of the 2 styles (plus a few more buildings) and some trees. Where are the beaches? Where is the content*?? Why are you releasing this bare bones asset pack at a price point that's simply insane?

If this is any indication of where CS2 is headed I'm done with this game for good.

*Edit: Pier, Surfboard rental, Beach Bar/ Cafés, Seafood restaurants, Beach Volleyball etc. Have you ever been to the beach? Seen a waterfront?
 
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