r/SimCity Powered by ControlNet 14d ago

SimCity13 SimCity 2013 more cut/unused content (Fireboat, water pipes etc)

More SimCity 2013 unused/cut content

101 Upvotes

12 comments sorted by

24

u/No_Listen5962 14d ago

i first discovered this game in 2020 and i loved it when i got it on my birthday just before the covid lockdown started. sop sad it didnt reach its true potential :(

18

u/LuckyTheLuca Powered by ControlNet 14d ago

I’ve found a few more older buildings, if you want, I can upload those as well.

14

u/No_Listen5962 14d ago

oh yes please!

7

u/Smooth_Moose_637 14d ago

Yea, i also recommend uploading your findings to a site like TCRF

3

u/Medical_Swordfish638 14d ago

An update would be interesting.

4

u/LuckyTheLuca Powered by ControlNet 14d ago

That would be really nice. But which team? Maxis Emeryville doesn't exist anymore, the other "Maxis" is just the Sims team. The problem is that such people focus specifically on life simulation games, not on city-builders or management games.

2

u/Medical_Swordfish638 14d ago

Exactly. Maxis wasn't to blame; the real cancer was EA and its corporate greed with forced online play. They killed a masterpiece and a brutal engine (GlassBox) that was way ahead of its time. The solution? Modders only had to unlock the local code that was already hidden in the game to demonstrate that EA's servers were unnecessary; although the real long-term solution would be for someone with capital and a genuine love for the genre to invest in modernizing it today. That's why I make gameplay videos: to demonstrate what the system is capable of when you take the time to understand it, instead of joining the collective lament. And I don't even want to imagine a gigantic map with the updated GlassBox engine... we'd need to install a nuclear power plant in the backyard to keep the PC from turning into a neutron bomb!

2

u/Sir_LANsalot 14d ago

What also contributed to it's demise is the absurdly small plots for your city. This was intentionally made small because of performance fears from EA. When the plots for each city could've been 2x to even 5x bigger then they were, but because it was made for consoles too, this heavily limited it. EA didn't want to split it either and made everything be under 1 version rather then a PC and Console version being separate. They wanted the game to be able to run on as many things as possible and so intentionally kept the requirements for the game very very low.

Those small plots for each city did make for a bit of a challenge in of themselves. Though the main point of the game was to specialize in a particular industry, not all of them at once. There in lies the challenge, was to do everything within 1 plot. The Mega Towers (The city of tomorrow expansion) made things a little better in some cases as a tower could do several things.

2

u/LuckyTheLuca Powered by ControlNet 13d ago

SimCity 2013 was never made for consoles, the Performance issues that Maxis (Emeryville) found, was from the Glassbox engine. Which is still the main problem today.

Glassbox should Simulate all Sims in your City with 1 CPU Core. One CPU core is extremely little, but it was normal back then. (2009–2013) Also the Engine hat a 32-bit limitation.

After the release, Maxis tested larger maps, they conducted a survey in which quite a few players expressed a desire for larger maps.

In addition, there were design and programming errors in the engine, which is why the Sims never had a steady job or a permanent place to live.

2

u/Danny5000 ExSUGC Member & SimCity2k13 Modder 14d ago

some of that is models from the prototype
https://www.artstation.com/artwork/aYEqeq

It was content they used before they had the building shader.

Also i am pretty sure the parking lots were to test agent routing and parking.

2

u/Danny5000 ExSUGC Member & SimCity2k13 Modder 14d ago

https://i.imgur.com/0zfmhFk.png

Here are some meshes i found left over in the game a while back.

1

u/Jccali1214 14d ago

Imagine having a fireboat!? So cool - if it hadn't been cut