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About erebrus

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  1. The concept (and goal) of the game is significantly different from something like aerobiz. The mechanic is more about route optimisation and competing/collaborating with a high number of players/npcs, almost in a "boardgame-like" way if it makes sense. The concept also relies on a very large number of systems, which makes them individually less important. Their position and distance to other planets (influenced by galaxy shape) together with the random weights creates very diverse conditions, in which hubs are naturally occurring and easily identified graphically. I might review passenger generation later if it proves to be required, but the conclusion I'm arriving is that for the gameplay I aiming for, it might become irrelevant for most players.
  2. I agree the UI is important and I'm already building around that concept, where the user can see the 3d space and see a graphical representation of traffic intensity between planets. For now I'm trying the random approach factoring in distance. The player doesn't really need to have a justification. He just needs to know there is a demand for this or that. The local and important mechanics could be useful to fine tune it. Thanks
  3. Thanks for the answers. Sometimes a solution is terribly simple. The gameplay is supposed to be more focused on players making plays and counter-plays, than the simulation of traffic itself. As such, the idea of just randomly attributing weights to the links seems perfect. Thanks
  4. Hi all, I've had ( what I think is ) an interesting idea for game about passenger transport in space. However, I'm trying to come up with a model for passenger traffic, meaning, how to generate passengers in the different locations in a way that each passenger wants to go somewhere. The old TTD just assumed passengers just wanted to go anywhere and you would get the most money just based on how far and fast you would transport them. I don't want that. I want them to have specific destinations in mind, because the whole mechanic revolves around that. Other games like TrainFever, generates industrial, residential and commercial areas and plays with that. I don't dislike that, but that is basically about commute and doesn't translate well into space transport. I've tried modelling something considering tourism & migration, but it just ended up being overly complex. I'm trying to simplify the mechanics. Any ideas?
  5. What if alignment is determined by your actions along the game? So expanding a bit on the idea of just the first quest. Unless you do something extreme in the first quest, it feels a bit rigid to force the player into a box based on that. Likewise, the player might answer questions in the beginning, but then act very differently.   For instance, not that it is taken very far, but in dishonored, your actions gradually affect your alignment. It might be easier to kill everyone, but if you do that, you will contribute to bigger chaos in the world, more enemies and a bleaker outcome.
  6. If you are a beginner, playing is the best way. Otherwise, you can look at the code for transport tycoon which is now available
  7. I had this idea a while back and went quite far with it. I had 90% of a working prototype, but then age of gladiators came out with a similar concept and I got quite disheartened. The game is quite well received and has plenty of those elements, though not the online part. There is also a facebook game online for it.
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