Looks like the sequel is officually announced. There were rumors of the sequel to the wildly popular Cities:Skylines.
@Homy has an email from them saying they don't have a Mac dev to work on the macOS version (this is an oversimplification). Which is why the first game isn't AS Native and the 2nd game isn't going to be a thing on macOS right now (or every I guess).I was about to post about this. First one was great, hopefully this one will live up to it and even improve.
Here's the problem though. First was is available for the Mac, it looks like they dropped Mac support for part 2. PC, PS5 and xbox, but nothing about a Mac version.
Indeed, there's a few things that I struggle at (due to my own inadequacies) and a few items due to game mechanics. I'm curious to know what is considered vanilla and what will be DLCs, the first version was fairly bare and it was built up by a ton of DLCs, i.e., mass transit.hopefully this one will live up to it and even improve.
I've played the game on PC and my M1 MBP and the user experience on the Mac is markedly different, not horrible, just not has good. I think the Mac's inferior mouse handling had a lot to do with that. I've said this in various threads, but I think the mouse tracking, and scroll wheel is just not as good on the Mac as PC and that also impacts my enjoyment of this game.game isn't AS Native
yeah macOS mouse acceleration is way different to PC. If you had never used a PC before you would never know how much better it tends to be. Supposedly there is a way to turn off macOS mouse acceleration.Indeed, there's a few things that I struggle at (due to my own inadequacies) and a few items due to game mechanics. I'm curious to know what is considered vanilla and what will be DLCs, the first version was fairly bare and it was built up by a ton of DLCs, i.e., mass transit.
I've played the game on PC and my M1 MBP and the user experience on the Mac is markedly different, not horrible, just not has good. I think the Mac's inferior mouse handling had a lot to do with that. I've said this in various threads, but I think the mouse tracking, and scroll wheel is just not as good on the Mac as PC and that also impacts my enjoyment of this game.
Its not a priority for them ¯\_(ツ)_/¯I don't understand how Apple is not at these publishers doorstep
So they gave up on Mac support. I mean, not having someone isn't an issue... hire a team. But that's only done when they make a nice profit, are able to finance Mac versions and make some money in addition. A non AS version is probably not that critical as long as Rosetta 2 is around. Guess they didn't want to put in the effort with their switch from Unity to UE5 in the end. Time will tell what happens.@Homy has an email from them saying they don't have a Mac dev to work on the macOS version (this is an oversimplification). Which is why the first game isn't AS Native and the 2nd game isn't going to be a thing on macOS right now (or every I guess).
Mass transit was brilliant. I don't mind if stuff comes with DLC, I'd really like to see open and well documented APIs though. We've used the first one for quite a bit of traffic simulation and if they open it up a little, it becomes a nice scientific tool. There's also a YouTube channel, "Civil Engineer something" who did a few impressive videos with it. Can't wait for more and get a bit more active again.I'm curious to know what is considered vanilla and what will be DLCs, the first version was fairly bare and it was built up by a ton of DLCs, i.e., mass transit.
Who says they're not? I mean, there are always two parties needed. Apple will likely happily support prestige projects they can show off at events (RE). They probably have little interest in supporting small projects that are not financially feasible for them. There are plenty of projects that would be suitable for Apple, but the question is, do the developers on the other end commit to a port beyond it's initial costs and carry the cost down the road for many years. In addition other implications need to be considered. Capcom took all the blame for the control bug in RE and never considered it to be an issue. As a Japanese company with a "special" culture, they never expected to deal with it this way. They were not really happy.So after watching the presentation, I don't understand how Apple is not at these publishers doorstep with teams to assist with getting native macOS versions of these games off the ground...
I saw speculation that C:S2 was going to use UE5, but then someone in the comments (IIRC it was a PCGamer article) claimed they (Paradox) have said it is still a Unity game.So they gave up on Mac support. I mean, not having someone isn't an issue... hire a team. But that's only done when they make a nice profit, are able to finance Mac versions and make some money in addition. A non AS version is probably not that critical as long as Rosetta 2 is around. Guess they didn't want to put in the effort with their switch from Unity to UE5 in the end. Time will tell what happens.
Mass transit was brilliant. I don't mind if stuff comes with DLC, I'd really like to see open and well documented APIs though. We've used the first one for quite a bit of traffic simulation and if they open it up a little, it becomes a nice scientific tool. There's also a YouTube channel, "Civil Engineer something" who did a few impressive videos with it. Can't wait for more and get a bit more active again.
Who says they're not? I mean, there are always two parties needed. Apple will likely happily support prestige projects they can show off at events (RE). They probably have little interest in supporting small projects that are not financially feasible for them. There are plenty of projects that would be suitable for Apple, but the question is, do the developers on the other end commit to a port beyond it's initial costs and carry the cost down the road for many years. In addition other implications need to be considered. Capcom took all the blame for the control bug in RE and never considered it to be an issue. As a Japanese company with a "special" culture, they never expected to deal with it this way. They were not really happy.
In the case of Skylines 2, would Paradox/Colossal make the deal for a port and then carry it for the next 5-10 years, all issues and costs included? For a core team of less than 50 people, even supported by 500+ people at the publisher... that's a questionable choice. But we'll see what happens. This is a must have title for me though, so PC it is.
Same, and actually I'm hoping that it has an improved engine for modding and DLCs. There's a fantastic community to add on to the core game, I'm really hoping that there is continue supportI don't mind if stuff comes with DLC
@Homy has an email from them saying they don't have a Mac dev to work on the macOS version (this is an oversimplification). Which is why the first game isn't AS Native and the 2nd game isn't going to be a thing on macOS right now (or every I guess).
Generally speaking I think the answer is fairly simple.A bit strange when there are more AS Macs on Steam than Intel Macs.
Generally speaking I think the answer is fairly simple.
Consider how long it takes games to be developed, so if the game was released in October of 2022, one can make an assumption that development started 2 or 3 years prior to that, possibly several years prior. At that point Apple Silicon was at best in its infancy or not even announced.
Interesting. All I heard was UE5, but Unity would certainly be quicker given they have the base established in it already. I couldn't quickly find a confirmation for it, so we'll have to wait a little bit longer. I don't think we've seen actual gameplay yet, only pre-rendered trailers/clips. From a performance point of view and guessing how the final game might look, there should be little to no difference between the two engines. This isn't an open world photo realistic game after all.I saw speculation that C:S2 was going to use UE5, but then someone in the comments (IIRC it was a PCGamer article) claimed they (Paradox) have said it is still a Unity game.
But why?that they've had almost 2.5 years to develop an arm64 version
I think that's an unfair comparison. On side you have Paradox, a small publisher who has only a small team of developers, and on the other, a company who's sole purpose is to port PC games to Macs.Aspyr is porting their old Intel games to AS and they seem to need just a few months
But why?
1. Intel version runs on the M1/M2
2. Excluding Intel will only reduce sales, i.e., having only the AS version for sale.
3. Developing dual Intel and Apple Silicon would mean much higher development costs, i.e., a team for intel and a team for AS, but a native apple silicon version in of itself would not increase the sales.
I think that's an unfair comparison. On side you have Paradox, a small publisher who has only a small team of developers, and on the other, a company who's sole purpose is to port PC games to Macs.
The game runs on M1/M2 and it didn't cost the company any more money for that ability, how would developing a native version makes business sense?
if the game was released in October of 2022, one can make an assumption that development started 2 or 3 years prior to that, possibly several years prior. At that point Apple Silicon was at best in its infancy or not even announced.
That tracks. Suspect they would have shown gameplay if they actually had something to show, lol.Here's the publisher's announcement
Cities: Skylines II - Paradox Interactive
Cities: Skylines II | Now Available | Paradox Interactive Cities: Skylines | City Builder | Simulationwww.paradoxinteractive.com
No mention about when, though I suspect late 2023
I won't disagree with you, but some of the Cities:Skylines YTers have said they've played the game. I suspect an early beta or Alpha.That tracks. Suspect they would have shown gameplay if they actually had something to show, lol.
Curious, how massive is that user base for CS1? They crossed 12M copies sold last year total. How many for the Mac?CS1 had a massive userbase on Mac and Paradox's games usually get Mac versions.
Sir, you are on MacRumors, clearly 100% of the folks that matter play C:S do so on a Mac....Curious, how massive is that user base for CS1? They crossed 12M copies sold last year total. How many for the Mac?
here's one person's experience running CS 1 on a mac.Curious, how massive is that user base for CS1? They crossed 12M copies sold last year total. How many for the Mac?
here's one person's experience running CS 1 on a mac.