Another Perspective: Canvas Town in Small and Large Town Formats

Original Post 1: Discord

I fully understand that Small City is definitely inevitable, since it was mentioned much earlier, appeared in the Reddit AMA and meetup, and whether we like it or not, the devs will be looking for ways to optimize things one way or another. But can’t we steer their research in our favor? For example, we could ask for a large blank city that we can build up ourselves, at our own risk.

So, first the questions that came up to the team:

Link: @potato-ballad-sims on Tumblr

Original Post 2: Discord



But as we can see, 14 types of community lots are placed on a single large lot. So if we add 13 more, we end up with a total of 86 (± 80) lots.

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You re really clever!:clap: You must send your message via e-mail. You can send an e-mail from the support section and the Inzoi team will respond.

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I’d wish for a discussion on this topic, since I don’t fully understand the players’ position regarding shell/pre-baked buildings. For example, I personally prefer a free world‑building approach, because even though inZOI lists customisation among its strengths, the worlds are so hard‑coded that you can’t even delete a fence or a trash bin in a park, add an extra floor above a club, or change a lot type to a Night Club in order to build it on the Creative Studio lot and replace that vanilla Night Club lot with a bowling alley instead.

…but players might be against it (although there seemed to be 20+16+16… upvotes, and no downvotes).

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The town layout is really cool. It is not just a square like the canvas town that is currently in development.

I think canvas town should have a lot of scenery that makes the world appear large, but the actual gameplay buildings are all in the center.

The current canvas town is just a square surrounded by city. This proposed example is not in a square shape and has a more natural shape, with green spaces in between.

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I found in search that you already proposed this example (Boroughsburg) back in August on the forum, so it’s clear we’re looking in the same direction here. Once I get a city like that, I’ll keep building it up as long as my PC/laptop can handle it :grinning_face:

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That would be a nice way to make a larger space - have a lot of green space in between

Obviously Canvastowns in a variety of sizes would be great, but I genuinely don’t understand why people object to smaller towns? Personally I’d like to see some variety, with small rural settlements as well as big cities. If people are concerned about not needng vehicles, you could add other stuff to rural areas - farm shops, campsites etc. - which would give Zois someplace to drive without tanking performance.

It would definitely be nice to have more architectural styles in Build mode to create different styles of settlement. An English farming village or a Swiss-style chalet town would look very different from any of the cities we have so far.

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The American west / southwest would be nice for the red sands. Could have a larger map with less to generate.

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I’d love to be able to delete the neighbor’s trees that are protruding on my property…
Just for that ALONE, your Idea receives an upvote from me, heh.

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Oooo…. A Phoenix / Badlands / Nevada themed town ? (Without going Las Vegas) ? Count me in.
technically Bliss Bay is already close to that, but admittingly is in California :slight_smile:

Yeah, kind of. I was thinking more of the way the desert is sparse out there. Places like Monument Valley. It’s very pretty with the blue sky and red sands. All of the farming from Cahaya would fit in nicely and you could have a larger space with things more spread out and less rendering. When the game gets more advanced, you could add in horses.

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I think with this approach we could push forward a lot of ideas. I was thinking that if we ourselves were given the ability to change the setting and backdrops through City Edit / Edit Appearance, it would open up many possibilities.

The only thing to keep in mind is that, unlike in city‑building simulators or CAW where the main navpoints and routing are defined by roads with sidewalks and the front side of the lot, in inZOI everything is so hard‑coded that heights, routing, and so on are strictly written directly into the Data Assets for each city. In other words, every player’s imagination will inevitably fall on the devs’ shoulders (whereas the Boroughsburg world shown above was created by 11 independent modders.)

Wild West Town in CS

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I missed part of the text, so I’ll respond. The thing is, the devs faced a challenge that prevents them from moving forward with a larger number of full-data lots in the main cities without performance loss, including business lots from their new update. And thus, players who are opposed to small towns fear that since in the main cities this is technically difficult or to some extent impossible to implement, the devs may take the course of reducing city size, as this Canvas Town could receive massive positive feedback.

And everything there sounds quite appealing (except for the world size), so how could we not give positive feedback? I, you, we all won’t be able to resist, in fact. And tomorrow they might say “Well, since you all like it, we’ll reduce support for the main cities.”

And if my only remark is that Canvas Town is too small for me (though @theboynub and I rated the concept as excellent overall), many will still fear for the fate of the main cities… could they at least make them blank on build mode objects?

UPD:

6x3+4 (3) = 22 lots, so in theory, this Town will be twice as big

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I don’t agree that we should ask for another thing but rather focus on helping the InZOI team with what they are developing right now. I am super happy about a smaller town and to be honest I don’t like building and I wouldn’t find fun rebuilding the while city from scratch.

Please keep in mind you’re not alone here. By writing this post on Discord, I’m in some way responsible for the fact that it could harm someone.

Given that both camps expressed agreement with this post, I can be sure its wording is correct, in this case, it is very important to act as a mediator.

really like this new city format - it solves a lot of existing problems, even though the concept still needs a bit of refinement. The most important thing is performance. Worlds built with this approach can be designed much more thoroughly, and they feel noticeably more alive. Especially now that the crowd system works differently, which is a great improvement on its own.

One question I have is how certain features — for example, an amusement park — would work in a fully hand-built world. Most of the park elements exist in Build Mode, but things like roller coasters seem uncertain. The same goes for some special lots: if we talk about size, I think 40 lots that players can rebuild freely is already enough for many people. But it would be great to have different city sizes and the ability to connect them through short loading screens, like additional districts or even separate towns. Personally, I would love having different city presets: 40-lot, or even 100-lot versions. And I’m also curious how functional lots like schools or hospitals will work in this format

And the fact that we’ll be able to share entire cities through the Gallery — that’s honestly the best idea!

An important note: I don’t have any major issues with the old worlds, but I think both approaches have their place. This city format isn’t like The Sims 4. It’s great because you can share it, everything is tightly packed and vibrant, you can rebuild it, and it’s still an open world, plus better performance for those who have issues. So I hope we’ll have these small cities, but I’d also like to have up to 100 lots in them, and different terrains and areas with unique features.

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The decor buildings in blisbay and dowon seem to be negatively impacting performance (as far as I understand). The decor buildings in the background are what consume CPU. So, if the developers manually recreate the buildings one by one in dowon and bilissbay, could the problem be solved? If this works in Canvastown, then it could work in blissbay and dowon as well. ?@GDfromRivendell

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Well of course, if Kjun said that… but this is 8 times more than they had planned, speaking about 1/8 of Dowon? If you picture splitting up Dowon, that’s like 100 lots or even more.

Is 100 lots a lot? The world I made for Sims 3 contained 172 lots. It didn’t slow down because I had carefully checked all the routes.
I even found a link to the world I created! - https://www.thesims3.com/assetDetail.html?assetId=8255697
CAW sims 3 was a very good application, if not brilliant.

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I always say they can take Sims 3 as an example. Why don’t they see or hear this?
@GDfromRivendell @leeloorussia

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