‘Unlimited Floors’ Confirmed by Kjun
“Well, this was certainly an interesting topic where most of you just kind of had your say with no real arguments made about whether one option was better than the other. I'd say the debate was much hotter within our development team, where most of our worries came from what I had initially mentioned about the topic:
*"Should we provide our players with the full creative freedom of 'unlimited floors' when we know all too well that when we do, we would also be providing an unpleasant playing experience?"*
As video game developers, our main objective is to provide *a great playing experience* for our users, and while creative freedom can contribute to that experience, decreased performance also takes away from it. It was a real dilemma, and conversations went back and forth between myself and the team.
However, after viewing it from all angles, I came to the conclusion that providing our players with the creative freedom of allowing 'unlimited floors' was more important than simply putting the curtains on the feature because we didn't want our game to be displayed in a less-than-optimal way. Therefore, we will be implementing a system in inZOI where players can select the option to go beyond *'the recommended maximum'* of 4 floors (while it still will be bound by systematic limits) at the players' own discretion regarding possible simulation and performance issues.
Attached below are development screenshots showing our current iteration of 'unlimited floors', with the right showing a foundation for what we can use to create *'empty floors'*, a feature that was heavily requested in the comments. Once we remove the top and bottom planes (as highlighted in red), we can build on this to make functional empty floors, which I imagine our players will utilize to allow renderings of higher-floor buildings to be more feasible.
I'm aware of the presence of our architect enthusiasts and building aficionados within the life sim community and the passion they bring to a project like inZOI. We will make it a key priority to cater to their needs so that they can build amazing, photorealistic houses with inZOI!” #q&a
“Well, this was certainly an interesting topic where most of you just kind of had your say with no real arguments made about whether one option was better than the other. I'd say the debate was much hotter within our development team, where most of our worries came from what I had initially mentioned about the topic:
*"Should we provide our players with the full creative freedom of 'unlimited floors' when we know all too well that when we do, we would also be providing an unpleasant playing experience?"*
As video game developers, our main objective is to provide *a great playing experience* for our users, and while creative freedom can contribute to that experience, decreased performance also takes away from it. It was a real dilemma, and conversations went back and forth between myself and the team.
However, after viewing it from all angles, I came to the conclusion that providing our players with the creative freedom of allowing 'unlimited floors' was more important than simply putting the curtains on the feature because we didn't want our game to be displayed in a less-than-optimal way. Therefore, we will be implementing a system in inZOI where players can select the option to go beyond *'the recommended maximum'* of 4 floors (while it still will be bound by systematic limits) at the players' own discretion regarding possible simulation and performance issues.
Attached below are development screenshots showing our current iteration of 'unlimited floors', with the right showing a foundation for what we can use to create *'empty floors'*, a feature that was heavily requested in the comments. Once we remove the top and bottom planes (as highlighted in red), we can build on this to make functional empty floors, which I imagine our players will utilize to allow renderings of higher-floor buildings to be more feasible.
I'm aware of the presence of our architect enthusiasts and building aficionados within the life sim community and the passion they bring to a project like inZOI. We will make it a key priority to cater to their needs so that they can build amazing, photorealistic houses with inZOI!” #q&a
‘Unlimited Floors’ Confirmed by Kjun ✅
“Well, this was certainly an interesting topic where most of you just kind of had your say with no real arguments made about whether one option was better than the other. I'd say the debate was much hotter within our development team, where most of our worries came from what I had initially mentioned about the topic:
*"Should we provide our players with the full creative freedom of 'unlimited floors' when we know all too well that when we do, we would also be providing an unpleasant playing experience?"*
As video game developers, our main objective is to provide *a great playing experience* for our users, and while creative freedom can contribute to that experience, decreased performance also takes away from it. It was a real dilemma, and conversations went back and forth between myself and the team.
However, after viewing it from all angles, I came to the conclusion that providing our players with the creative freedom of allowing 'unlimited floors' was more important than simply putting the curtains on the feature because we didn't want our game to be displayed in a less-than-optimal way. Therefore, we will be implementing a system in inZOI where players can select the option to go beyond *'the recommended maximum'* of 4 floors (while it still will be bound by systematic limits) at the players' own discretion regarding possible simulation and performance issues.
Attached below are development screenshots showing our current iteration of 'unlimited floors', with the right showing a foundation for what we can use to create *'empty floors'*, a feature that was heavily requested in the comments. Once we remove the top and bottom planes (as highlighted in red), we can build on this to make functional empty floors, which I imagine our players will utilize to allow renderings of higher-floor buildings to be more feasible.
I'm aware of the presence of our architect enthusiasts and building aficionados within the life sim community and the passion they bring to a project like inZOI. We will make it a key priority to cater to their needs so that they can build amazing, photorealistic houses with inZOI!” #q&a
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