![]() You might get lots of red houses congregating together in one part of the map, for example, while a bunch of blue and yellow developments appear in opposite corners, making it easier to funnel certain colours in a specific direction.Įventually, though, rogue houses start cropping up all over the place, signalling the next step in your road-building puzzle empire. To begin with, these houses tend to crop up in rough, colour-coded zones. As time goes on, your top-down view gradually expands, allowing more houses to crop up on the map, as well as more shopping centres for them to drive to. It's not the most environmentally friendly picture in the world (we can always pretend they're electric cars, can't we?), but having your citizens on the road like this does create a much busier and more authentic picture of your city's overall progress than the abstract shapes queuing up at its predecessor's metro stations.Ĭrucially, that busyness doesn't come at the cost of clarity, especially when things start to go wrong. The more pins you collect, the higher your overall score at the end. These colour-coded depots gradually fill up with little pins, at which point a car of the corresponding colour will pull out of their drive and go and collect it, like an ant's nest of frantic Deliveroo drivers. Whereas before you were joining up subway stations to get people to their intended destination, Motorways sees you building roads between houses and increasingly busy shopping centres. ![]() Like its subterranean predecessor, Mini Motorways starts small, the camera focused tightly on just a small cluster of map tiles. But by golly is it fun.Įven with the action taking place above ground this time, the general rhythm of Mini Motorways will feel instantly familiar to previous Metro heads. The pins stack up, jams back up for miles, and gridlock eventually brings the whole city to a crashing halt. Just when I think I've got a handle on ferrying each city's busy commuters between their homes and giant industrial centres, something inevitably goes wrong. If the brilliant Mini Metro gave me a newfound admiration for city subway designers, then Dinosaur Polo Club's latest minimalist transport sim Mini Motorways proves that urban road planners are actual god tier human beings.Įven with some of today's most iconic conurbations such as LA, Tokyo and Dubai reduced to their neatest, simplest geographical lines and land masses, I still manage to make a pig's ear of laying down a functioning road network. And optimization with multiple factors is always a balancing act - you can only truly optimize one thing at a time, and our goal in this game is to make sure that the "longest road" (the longest distance any one car will have to make to reach a corresponding destination) is as short as possible.Building on the excellent Mini Metro that came before it, Mini Motorways is a great evolution of Dinosaur Polo Club's minimalist transport sim. ![]() Keep in mind that this does NOT apply in every situation - The more houses you have, the more competing goals you will have in the name of optimization. Firstly, your cars will drive shorter distances on average, and you will also end up using fewer tiles for longer distances, rather than stairstepping everything. This is one of the easiest ways to step up your game, and the benefits are twofold. It might be tempting to just draw a road to the left, like this:īut the more optimal way would be diagonally, which shaves off a fraction of a second for any car pulling in: Optimizing Road TilesPretend I have to connect this light blue store to some houses that are coming in from the south. Some stores that appear may have two buildings in them (keep in mind, you can direct traffic THROUGH these! can come in handy, but don't divert a huge amount of traffic through them or the cars can't service them!).įurthermore, if you're coming from Mini Metro, you might distress when a few houses are formed way out toward the edge of your map - this is okay! Houses are just "car generation resources" and can't cause you to lose - it just means you might need shorter roads to the other houses of that color and their destinations to pick up the slack. You'll notice that, save for challenge criteria, some "square" buildings might be upgraded to "circles". It should be noted that there are several different types of buildings, each with a different "pin generation rate", so to speak. If you let that timer build all the way up, it's game over! If too many build up in a particular building, a timer begins, accompanied with a "ticking" sound. Pins are located at "destinations" (stores and other buildings). They are happy when they can travel to a pin and go home.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |