Sims 4 Create A Sim: Male Clothing Options Preview

Just a quick post for today. The Sims 4 revealed a new screenshot which displays some of the clothing options available for men. There also appears to be some pre-selected color options available for the outfits.

 

The Sims 4 Male Athletic Outfit

The Sims 4: Create A Sim Walkthrough with Bella and Mortimer Goth

[youtube http://youtu.be/pZmtGfTj-to]

 Sims 4 Bella and Mortimer Goth

In the new Sims 4 Create A Sim video, Producer, Ryan Vaughan opens up highlighting the “Direct Manipulation Tool.” It can be used to edit the size and proportion of a body part without the use of menus. With a pinch here and a pull there, you can create your own full figured or sculpted version of Bella Goth.

 

Sims 4 Muscle Thickness Slider

There are two body sliders that control the overall musculature and chubbiness of a Sim. You can slide them independently to create various builds from stocky to muscular to thin and frail. You can also select from a variety of preset builds if you’re in a hurry.

 

 

Sims 4 Diversity

One feature that was highlighted in a previous broadcast, was the use of ethnic diversity to make a SIM appear as if they came from certain parts of the world. Just click a face template and your Sim could have African, Asian, or facial features of other diversities.

 

 

Sims 4 CAS Eyebrow Edit

In “Detailed Edit Mode” you can hover the mouse over certain areas of the face to customize minute details. Some customizable areas include cheekbones, eye depth, eyebrow curvature, and mustache editing. You can also apply other facial features like moles and wrinkles.

 

 

Sims 4 Facial Hair

Speaking of mustaches, we were given a quick glance of the available facial hair options in The Sims 4. Sideburns, mustaches, beards, and goatees gives our Sims a more rugged appearance.

 

 

Styled Looks: Choose from preset Fashion templates!
Styled Looks: Choose from preset fashion templates!

Once you’re done, you can choose their outfits, accessories, makeup, hair color, and even tattoos, the choice is yours!

 

 

Sims 4 Bella Goth Home

With further customization you can choose the way the walk, their voices, and personality traits. While adding personality traits, you can give your Sim an aspiration that can unlock additional traits. For example, a “Renaissance Sim” could have access to the “Quick Learner” trait, which lets them learn skills faster. The “Friend to the World” aspiration could unlock the “Gregarious” trait which helps them build friendships faster.

 

Well that’s all for now, in the future they plan to show off the new build tools. See you soon!

New Sims 4 Trailer Debuts on May 14th Starring Bella and Mortimer Goth!

We’ve been waiting ages and ages for some new Sims 4 information and now it finally begins! The Sims Facebook page announced that a new trailer will be revealed on May 14th starring Bella and Mortimer Goth.

Sims 4 Bella and Mortimer Goth

In addition, the Facebook page posted a preview of how the characters will look like in The Sims 4. We’ll post news and information from the trailer next week! See you soon!

Simcity: What it’s like to play in the 16 City Region “Viridian Woods”

Simcity Mountain Screenshot

In February, I was invited to play the near final version of Simcity. It was a blast getting to chat with the developers while learning the secrets behind the game.

Viridian Woods Region

I had the opportunity to play a 16 player region called Viridian Woods. The region itself is split up among four clusters of cities. Each city within a cluster can immediately share services with each other. The North and West cluster are connected by railway. The rest of the territories will have to be connected through a ferry (as long as the city itself is not land locked.)

 

No Road Connection Simcity

Even though my city resides in the Western cluster, I couldn’t volunteer my firemen to cities in the Northern cluster. This is because only four cities within a cluster share highway access with each other. (This does not apply to all regions.)

Similar to neighbor deals in Simcity 4 and 3000, you can opt to purchase a portion of your neighbor’s power, water, and sewage treatment.  These resources are available automatically once the game determines you have enough to share with the region. It takes around 60 seconds to 2 minutes for a city to sync up with the region, though this number is being worked on as we speak. Once you purchase a utility, your city will only pay for the amount they need and nothing more.

As your city grows, you’ll automatically pay more and more to accommodate the needs of your city. But be forewarned, a neighboring city might stop sending power and you’re stuck in a situation where your entire city might be left in the dark!

 

Send Fire Trucks Simcity

Aside from those utilities, you can volunteer emergency or garbage disposal services to other cities. These services include, garbage, recycling, fire, ambulance, and police. It will take some time for these vehicles to travel from one city to the next. It’s even possible for them to get stuck in traffic!

 

Viridian Woods Entire Region

You can also gift resources to other cities in the area, like money, oil, computers, and processors, among other things. During my playthrough, one of the Devs mentioned how an armored truck is dispatched when you transfer money to another city. This truck travels to the City Hall in the recipient’s city. If you’re strapped for cash, imagine how long it takes if the armored truck gets stuck in traffic.

 

Oil Specialization City

Each one of us decided upon a role our cities should take, this can be done through a feature known as City Specialization. City Specialization lets your city focus on Tourism, Oil, Electronics, Trade, or Mining. You don’t have to focus on just one specialization, and it’s a completely optional feature.

Specialization comes in handy when creating Great Works. Since Great Works require a large investment of money and resources to build; a city that focuses on a particular type will have an easier time donating resources for that project.

 

Ugly City

I started out with a high density main avenue with branching medium density side streets. The intent was to eventually have all traffic flow in one direction in and out of the city. I tried my hand at building some curved roads off to the side for a residential community. Well… the plan didn’t turn out as great as I though, so I decided to spruce it up by planting happy little trees all around the city.

 

Air Pollution Simcity

I realized quickly that a majority of my Sims were sick due to air pollution. Oops!  I forgot to take into account the wind direction when placing  industrial zones. I tried to amend the problem by moving the industrial zones closer to the entrance of the city. However, it appears pollution was drifting from another city, further impacting the health of my citizens.

The only thing you can do to remedy this situation is to build a health clinic and plant more trees. It was a little surprising in this installment to see trees cost 50 Simoleons to plant.  Their only major function other than beautifying your city is to remove pollution. Parks on the other hand help to increases land value. If you want medium and high-class Sims to move in, Parks are your best bet.

 

Department of Education

I decided to try my hands on Education and tourism. Once my city Hall was built, and more citizens moved in, I upgraded it and added a Department of Education.

When you add departments to your City Hall, they will unlock modules and buildings for other cities in the region. One of the benefits of multiplayer is to have everyone build a different department so you can quickly gain access to almost every ploppable building in the game.

Each department in brief:

  • The Department of Education unlocks High Schools, Community Colleges, and University.
  • The Department of Transportation unlocks Train Stations, Municipal Buses, and the like.
  • The Department of Finance allows you to tax different brackets of wealth individually.
  • The Department of Safety unlock the Hospital, Police Precinct, and Large Fire Station.
  • The Department of Tourism allows you to set Tourist locations within your city.
  • The Department of Utilities unlocks Recycling, and Water Pumping station.

The Department of Eduction is nice enough that you can build it separate from the City Hall! Now with that in place, someone in the region educated enough Sims that I was allowed to build my University without needing to place a grade school.

 

University Simcity 2013

The University is a great tool to unlock several of the high end modules for power plants and emergency services buildings. This is done through the completion of research projects. Each research project requires a certain “School” to be placed near the University. You’ll need to educate a certain amount of students before you can upgrade the university to build the rest of these modules.

University Research Projects

  • Concentrated Solar Array for Solar Power Plant (School of Science)
  • Solar Farm Great Works (School of Science)
  • Vertical Turbines for Wind Power (School of Engineering)
  • Gen II Thermal Reactor for Nuclear Power (School of Science)
  • Fast Neutron Reactor (Requires Gen II Thermal Reactor Research)
  • Clean Coal Generator for Coal Power Plants (School of Engineering)
  • Clean Oil Generator for Oil Power (School of Engineering)
  • Surgical Center for Hospitals (School of Medicine)
  • Detective Wing for Police Precinct (School of Law)
  • Space Center Great Work (School of Engineering)

Each of these research projects require a large sum of cash.

 

High Tech Industry Simcity

Since Sims travel across the region to attend the University, it will quickly generate a lot of traffic. With the added benefit of the University educating your sims, you’ll start to see High Tech industry spawn, and solar panels on rooftops.

 

Simcity Crime

If you happen to have a School of Law and complete the Detective Wing research project, your Police Precinct will allow you to have detectives patrolling the city. When you place this module next to your Police Precinct, detectives will park their surveillance cars outside homes to catch criminals at large! They’re much more useful compared to the Police, since Police can only arrest someone while a crime is taking place.

 

Maxis Manor

Speaking of Police, I was one of the first to try out Maxis Man; he fights crime and saves injured Sims. I wasn’t able to see all of his actions, but the first option lets you rescue the injured for 500 Simoleons. It seems Maxis Man is kind of shady, what kind of superhero charges us to save the day?

 

Fire Fire

One of the neighboring cities [Simcity Hall] unlocked Dr. Vu, generating tons of criminals. This can spell disaster when criminals travel across the region.

If an arsonist happens to spread fires around your city, you can try to take the proactive approach by building a large fire station. It has two very helpful modules, “Fire Marshall Office” which makes buildings immune to fire for several days; and “Fire Helipad” which spawns a helicopter dousing fires around the city. This helicopter requires water towers to be placed around your city. Now while the helipad may be useful, the expenses it incurs can really drive you into bankruptcy. I ran out of money in no time and had no choice but to close the fire station. (Tip: You can bulldoze expensive modules in the building’s edit view!)

 

Country City

Thanks for reading! Now that Simcity is coming out, I plan to post informative articles about every major feature! In the meantime, the next few posts will highlight my trip to Maxis studios with an exclusive interview with Ocean Quigley!

 

Simcity 2013: The Road Tool + Tunnels and Bridges

Today we’ll look at the Simcity 2013’s new road tool! Unlike previous installments, the roads are now off the grid and can be drawn anywhere at any angle. The road tool comes with five basic drawing styles.

 

Road Types and Styles

Simcity Road Styles

Road Styles:

  • Straight Roads
  • Square Roads
  • Arc Roads
  • Circle Roads
  • Curvy Roads

Hold the shift key to constrain the angle of the road so you can create perpendicular intersections. As you’re drawing roads, there’s an option to display guides which indicate how far apart the roads should be. This distance will change based on the road type density. As will be explained in the next paragraph, certain road types support certain densities, and the higher the density, the wider the space.

There are seven types of roads split between “roads/streets” and “avenues.” Each road type can support up to a certain range of densities. On the lower end, you have dirt roads that can only support low density buildings. On the other hand, high density streets can support skyscrapers.

 

Roads and Avenues

Avenue and Streets Simcity

Roads are smaller, 24 meters in width, and can support a smaller amounts of traffic depending on the number of lanes. Avenues on the other hand are 48 meters in width and can support up to 6 lanes of traffic.

 

Tunnels and Bridges

Four Lane Bridge Simcity 2013

Simcity’s road tool adapts to each terrain allowing you to create tunnels and bridges with ease. If you draw your road over water, it will automatically create a bridge for you. If you draw your road through steep land, it could form a tunnel.

Simcity Tunnels and Landbridges

In this latest installment, you can now create bridges on land, and place them over existing roads. You can even wind your road through the contours of the terrain to create scenic routes.

Simcity Six Lane Bridge

Simcity Six Lane Golden Gate Bridge

Each road type comes with its own bridge, you can even upgrade your bridge if you want a fancier style, as seen in the above two screenshots.

[via oceanquigley+simcity]

Simcity: Bridges over Land and Tunnels

Over the past week, Ocean Quigley has been releasing various screenshots of Simcity. One of particular interest is that you can build bridges over land above existing roads.

In the beauty that is Simcity, Tunnels can go underneath roads as well.
In this new Simcity, tunnels can go underneath roads as well.

You can upgrade these default causeway bridges to a fancier style. Bridges that come with different road types, have different upgrade styles.

 

Simcity: Option to Adjust the Tilt Shift Blur

Simcity Avenue and Roads

We’re back from vacation wrapping up some of the things we’ve missed. This screenshot features a medium density avenue  in the center sandwiched by two high density roads. The center avenue can also be upgraded to include a streetcar track.

Buses can hold up traffic as they pick up passengers. A solution to this problem could be to place bus stops along the center avenue where they won’t be affected by the local traffic tying up the side roads.

Guillaume also pointed out that they’ve finally added the option for players to adjust the “tilt-shift” effect. This was a common request from players ever since the first screenshots were revealed.

Simcity: Seasons and Circular Roads!

Yesterday, Guillaume Pierre showed two new screenshots which revealed seasons are indeed confirmed for Simcity! The leaves will change colors over the year but in the winter when it’s cloudy and rainy, the leaves will simply fall off.

Fall Screenshot in Simcity
Fall Screenshot in Simcity
Circular Roads in Simcity
Circular Roads in Simcity

Simcity 2013: All About Roads

Simcity Skyline 660x368

Roads are the central component that ties your city together. Not only will roads determine zone density, but it will also be used to deliver water, power, and sewage.

There are two types of roads:

  • Small Roads
    • Can upgrade from Dirt Roads and Two-Lane roads up to Four-Lane Roads with traffic lights
    • Dirt Roads and Two-Lane roads are limited to low density types.
  • Large Roads
    • Can upgrade from Boulevards to Avenues.
    • Starts out with mid-density zones, but when upgraded, they can support higher densities.

When you upgrade each road type, you get access to the next density tier. Low tier roads will usually have stop signs while high tier roads will get access to stoplights.

Basically it goes like this:

 Small Roads Types

  • Dirt road (Low Density)
  • 2 Lane Roads
  • 4 Lane Roads (High Density) (Traffic Lights)

Large Road Types

  • 4-Lane Avenues (Medium Density)
  • 6-Lane Avenues (High Density)
  • 6-Lane Avenues (High Density with street cars)

As you lay down roads, there will be parallel guides showing you the best distance apart to build the next adjacent  road. If you are creating grid-like cities, these guides will show you how far apart roads should be to make best use of that space. The distances it suggests between roads will be based on road type. (High density roads support high density buildings, which means larger distances between parallel roads.)

The road tool can create different types of roads which include:

  • Curvy Roads [Smooth]
  • Straight Roads [Block, Grid-like cities]
  • Freehand Roads [To curve around mountains or shorelines]

You can make bridges over bodies of water and canyons, or cut through mountains to build a tunnel. The game handles this on a civil engineering scale automatically deciding what is the best cheapest path through various terrain.

 

 

As your population rises, you’ll have to balance the traffic flow by strategically upgrading existing road types so that it can accommodate more cars. However, upgrading these roads allow for higher density buildings, which leads to even more traffic. Placing public transportation around these areas can alleviate gridlock.

 [via polygon, simcity blog]