Thanks for the feedback.
At this moment, Im making good progress on the mapping system, but juggling personal life requirements around it, so I dont get much time in the day to implement, but rather sit at work pondering how to solve the next issue in the engine, lol.
This isn't going to be a remake of Rollercoaster Tycoon, I dont want to be sued, and the RCT name still makes $$$ so someone will be pissed if I did. What this project is aiming to do is implement a engine design that mimics RCT 1/2 and Locomotion, during the trial I will use RCT graphics to do testing/demos, but making a RCT clone is too risky legally. One day RCT may fissle out enough that Atari dont give a crap about the franchise anymore but with talk of RCT 4 I dont think thats likely. RCT 2 isnt broke either in my opinion as discussed by some, but I would like some added features into the game, how about a terrain tool to make mountains (was in RCT 1 but taken out of RCT 2), bigger maps and allowing more peeps, day/night time and lighting effects in the world, there just a few things I can think of.
Once I have a solid game engine, I may start to consider game ideas, something in the midst of Cities in Motion/Transport Giant / Industry Giant 2 / Transport Tycoon, or maybe something unique, like a Mall Tycoon in isometric view. Don't know for sure, but that's not where I'm focused on at the moment.
The engine is coded in Visual Basic, and at this stage Im keeping it closed source, because its my personal hobby. Thus, Mac and Linux wont be supported any time soon, but I want to port it to C++ one day, but because my strength is in VB, and because it allows me to quickly develop, I think its a good platform to build a solid prototype. At this stage, performance isnt a bottleneck.