Quite recently, my current city was hit by a snowstorm confining me to stay put in my residence even though I'm pretty much just on the outskirts of downtown (It's quite hard to move when you have 4-5ft snowdrift in front of your door). My view overlooks an interchange and a pretty large view of the city away from downtown. In essence, I watched snowplows plow all day. This reminded me of seeing a video or reading one of the dev diaries on how street types affect speed limits.
Yes, I understand that having some sort of snow simulation is pretty daunting from a modabilty standpoint both graphically and script wise, but my point is that being able to assign extra variables to objects and edit values such as speed limits of road segments on the fly are pretty important to the modding community. Having access to these tools is how modders will dynamically change the game.
I say this because it seems that I'm receiving the impression that the focus of the game's modabilty appears to be centered around unlocks to developer tools and options not deemed entirely fit or suitable for the games release. This presumption is based on the emphasis of being able to unlock all the world's game tiles whenever we hear the word mod.
Anyway, I've been inspired and look forward to learning how some sort of snow simulation might work be implemented in such a game. It'd probably need some sort of economic plan including how much salt is supposed to be stockpiled or how many snowplows designated for a district. That would be a cool learning experience.
Yes, I understand that having some sort of snow simulation is pretty daunting from a modabilty standpoint both graphically and script wise, but my point is that being able to assign extra variables to objects and edit values such as speed limits of road segments on the fly are pretty important to the modding community. Having access to these tools is how modders will dynamically change the game.
I say this because it seems that I'm receiving the impression that the focus of the game's modabilty appears to be centered around unlocks to developer tools and options not deemed entirely fit or suitable for the games release. This presumption is based on the emphasis of being able to unlock all the world's game tiles whenever we hear the word mod.
Anyway, I've been inspired and look forward to learning how some sort of snow simulation might work be implemented in such a game. It'd probably need some sort of economic plan including how much salt is supposed to be stockpiled or how many snowplows designated for a district. That would be a cool learning experience.