Work Starts Here.
OK, here’s the update that was supposed to be a day or two since the last post…
If I could use one word to describe the progress I’ve made so far this term on TT3D it would probably be “pitiful”. I’ve never quite got in the “wow, this is so awesome” mood that I managed over the summer and go the first 10K lines written, I’m hoping I can pick that back up again starting this weekend.
According to my specification the last few weeks should have been spent on getting Towns and Industries in the game but it does seem that that is going to be easier said than done. This week has been spent trying to get Industries into the game and it has certainly proved more difficult than imagined.
Industries in Transport Tycoon come in varied shapes and sizes, but I had made the fatal error of assuming they were all rectangular, alas, Oil Wells and a few others scupper me. Each industry has many different visual respresentations, so while some factories are rectangular others might not be. It’s this that made me realise I needed to start loading data in at runtime now rather than hard-code it for a few more weeks and then worry about it later.
So to System.Xml and the creation of an Industries.xml settings file that is parsed at runtime. This data is then fed into the game and the game will choose what respresentation it wants at the time the industry is created. Currently my lack of models means I’m using my Bus Station/Shelter model to respresent almost everything in the game but it isn’t too much of a problem… yet.
My target for the weekend is to have industries of all types placeable within the world. Then I suppose they can’t really start producing “stuff” until I have the concept of “time” in the game, so that means a start date, and time-based movement. We shall see…