All 5 entries tagged Progress
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January 21, 2007
January 12, 2007
Well, where are we? Progress over the Christmas period wasn't as great as I'd hoped for, and certainly I've dropped behind where I would like to be on my timetable.
List of notable improvements since pre-Christmas:
- Industries can be built and appear on the map
- Buildings now occupy the tile(s) on which they are placed and other buildings cannot also be built there.
- Depots and BusStations are now functionally and visibly different and serve different purposes.
- Depots and BusStations can be built manually by using the GUI.
- Depots and BusStations can be clicked on and the relevant windows appear andcan be interacted with.
- ListBox is complete and can display lists of controls as well as always displaying n items at the top of the Listbox no matter how far up/down it is scrolled.
- Industry, Vehicle and Station information is all now stored in XML files on disk and are parsed at runtime allowing content to be changed without a recompile.
- Other miscellaneous fixes and features not worthy of mentioning.
The next point to reach really is a full implementation of Time and Money. What this means is that as time progresses Industries make cargo, this cargo can then be distributed to the stations that have the industry within their catchment area. The cargo is tagged with it's source location, picked up by vehicles from the station and delivered to another industry that accepts it. Once delivered the company is paid depending on how long it took. Hopefully this should be too much more work, but I've said that before about other features.
It could be argued perhaps that once industries pickup cargo, transport it, then make money, that there is some strategy involved and TT3D now constitutes a game, "fun" is irrelevant for now as there are still too many niggling issues that detract from the fun-factor of the game.
I'd love to suggest a time when I'll next post an update, but I'd only be lying, so until the next time I find myself stuck in DCS for 4 hours with nothing to do...
December 09, 2006
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…
August 23, 2006
August 22, 2006
Some weeks go by where I implement features that are instantly visible to those playing and then there's some days/weeks where everything I do is behind the scenes and so it doesn't look like I've done anything. The last couple of weeks has been mainly the latter, although the rewrites to stuff behind the scenes has made it considerably easier going forward to get "stuff" done a lot quicker.
The GUI manager has once again been almost completely rewritten from scratch but will allow me to have much better control over how mouse/keyboard input is handled. Vehicle ViewWindows now follow the vehicle around the map rather than duplicating the main window, and a vehicle's orders can also be displayed in it's own little window.
Two vehicles are now in the world at any one time, making their way between 3 Bus Stations in the order set out in their Orders.
Up until now I've simply been hosting any videos I've made on my webspace in xvid (and occasionally WMV) format. However I've decided it's about time I put them somewhere sensible, so plumped with Google Video – mainly so I can host them in each entry without the user having to download/view the video.
The problem with Google Video so far seems to be that it takes a long time for them to "Process" the video, whether that involves any form of encoding or not I don't know, but as soon as my new video is "Live" I'll post it… 3 hours and counting.