Fantasy Set - Industry (Development/Brainstorming)

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Fairyfloss
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Fantasy Set - Industry (Development/Brainstorming)

Post by Fairyfloss »

Once upon a time, I was playing OpenTTD and thought to myself "You know, a fantasy-themed industry set could be neat".

And then I took that idea a bit more seriously, because I still think it's neat. A few days of designing the industry chains, with some help from the discord, later and here we are; the Development Thread.

While the focus will, at first, just be on industry, I won't rule out the potential of future vehicle/building sets for a total Fantasy Conversion Set. But that will be dependent on how well development of this set goes, and how much people like it, and all that jazz. If development of this goes great, I see no reason why this concept can't be expanded upon. If it does not, I'll be content with just a fantasy industry set.

Before I go on to show the actual drafts of the industry chains, here are a few core ideas I had in mind when thinking up this set. Ideally, all of this will make it into the final version of the industry set, unless they prove unpopular/don't work.

Early start support - No reason to not make it possible to start in 1700 with this set, and transport cargoes by horse-and-wagon. It fits thematically, after all. Not only this, but the next point should hopefully make this grf play better with low-capacity early vehicles.
No naturally-generating heavy industry - Big industrial complexes don't really fit with a fantasy setting in my opinion, so most of the secondary industries will be town industries. Players will be able to, however, fund industrial complexes later on which will fill the same role as their town-based counterparts, but have a higher base output.
No transporting adventurers/non-passenger passengers - This decision is based on two things. One; transporting trainloads of adventurers to the same dungeon sounds silly; the dungeon crawling will be left to the player's imagination. Two, the fact that different types of passenger can't share the same passenger wagon is a little weird.
Different tiers of Tools/Equipment Cargoes - By supplying different kinds of metal to Blacksmiths/Forges, you will be able to create 3 different 'Tiers' of the Tools and Adventuring Equipment cargo. They fill the same role (increasing production), but higher-tier versions give a bigger boost than lower-tier ones.

Without further ado, here's the first draft of the industries and cargoes.
Fantasy Industry Set.png
(219.71 KiB) Not downloaded yet
(Yes, the Dwarven Mine MUST be supplied with Alcohol to produce things, tools make them produce stuff faster. They are dwarves, after all.)

It's still a bit unorganized/messy, I want to get around to making it look a bit better, and it might be missing a few things (Like something at sea to make use of boats more. Likely something with fish, but possibly something else as well), but that's what this thread is for. Feedback, suggestions, criticism, things like that.

Regarding development of this set, I intend to do the coding, though help with that will be appreciated as I've never dabbled with Industry before. I can't, however, draw sprites properly, so help with that will most certainly be needed.
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Erato
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Re: Fantasy Set - Industry (Development/Brainstorming)

Post by Erato »

Sounds great! If you want it to be a collaborative effort, it might be worth it to set up a Github for the project.

Also, I presume cargo decay will be turned off, because otherwise horse drawn stuff won't be able to make much of a profit?
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Re: Fantasy Set - Industry (Development/Brainstorming)

Post by Fairyfloss »

Erato wrote: 14 May 2021 09:55 Sounds great! If you want it to be a collaborative effort, it might be worth it to set up a Github for the project.
I will probably do so once I get around to starting development on this.
Erato wrote: 14 May 2021 09:55 Also, I presume cargo decay will be turned off, because otherwise horse drawn stuff won't be able to make much of a profit?
Hm... I'll need to look into what is and isn't possible, but I do think decay should be less punishing so that low-speed transport is viable.
Ideally, cargoes would be separated into Perishable and Non-Perishable. Perishable cargoes should punish you if you take too long, becoming non-profitable if you're too slow. Non-Perishable cargoes should always be at least somewhat profitable, but give you a nice bonus if you deliver extra fast. Hopefully this way slow vehicles are viable, but fast ones encouraged.
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Re: Fantasy Set - Industry (Development/Brainstorming)

Post by Taschi »

Fairyfloss wrote: 14 May 2021 07:16Big industrial complexes don't really fit with a fantasy setting in my opinion
The last games I played were Final Fantasy XIII (including sequels) and Xenoblade Chronicles 2. Both of them would disagree with your opinion - as would most of the Steampunk genre.

Especially if you want to have early starts, in order to have a game world that feels like it is evolving over time, it might be interesting to move from fairly low-output agricultural and artisanal "industries" towards more steampunk-y (or dieselpunk-y, teslapunk-y or whatever you prefer), factory-like industries over time - sort of how vanilla TTD moves from land-based oil derricks to more modern offshore oil drills.

I'd also honestly suggest culling the agricultural production chains a bit. Treating grain and hops as input for a brewery may make sense in a modern setting, but in a typical medieval-inspired environment I'd expect a brewery to be grow its own hops at the very least, and by the same token I'd expect a vinyard and a winery to be essentially the same thing, probably overseen by the same guy. So, toss out grapes and hops as intermediate products, instead have vinyards that produce wine and / or breweries that produce beer, without additional inputs. For added flair, you might opt to have some kind of monastery / cloister instead of the brewery, given that in real life, many breweries were in fact located in monasteries (and many are to this day).
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Re: Fantasy Set - Industry (Development/Brainstorming)

Post by Kruemelchen »

I think the idea sounds great!
I'm working on a medieval-inspired horse (etc.) carriages vehicle set. That would fit well for this industry set, I think :)
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Re: Fantasy Set - Industry (Development/Brainstorming)

Post by Fairyfloss »

Taschi wrote: 14 May 2021 10:46
Fairyfloss wrote: 14 May 2021 07:16Big industrial complexes don't really fit with a fantasy setting in my opinion
The last games I played were Final Fantasy XIII (including sequels) and Xenoblade Chronicles 2. Both of them would disagree with your opinion - as would most of the Steampunk genre.

Especially if you want to have early starts, in order to have a game world that feels like it is evolving over time, it might be interesting to move from fairly low-output agricultural and artisanal "industries" towards more steampunk-y (or dieselpunk-y, teslapunk-y or whatever you prefer), factory-like industries over time - sort of how vanilla TTD moves from land-based oil derricks to more modern offshore oil drills.
More advanced industry appearing over time is definitely a possibility, yes, but ideally that would only happen in bigger towns. So that, in 'later' starts, some of the bigger cities might get some more proper industrial buildings, like the ones players can fund. But for the early game, I do want the focus to mainly be on local town industries.
Taschi wrote: 14 May 2021 10:46 I'd also honestly suggest culling the agricultural production chains a bit. Treating grain and hops as input for a brewery may make sense in a modern setting, but in a typical medieval-inspired environment I'd expect a brewery to be grow its own hops at the very least, and by the same token I'd expect a vinyard and a winery to be essentially the same thing, probably overseen by the same guy. So, toss out grapes and hops as intermediate products, instead have vinyards that produce wine and / or breweries that produce beer, without additional inputs. For added flair, you might opt to have some kind of monastery / cloister instead of the brewery, given that in real life, many breweries were in fact located in monasteries (and many are to this day).
The main reason why the brewery does not produce it's own hops for brewing alcohol, and why it's a brewery instead of a monastery, is because it also serves as a building for brewing potions and not just alcohol.

Additionally, the brewery is also supposed to be the 'upgrade' to the default source of alcohol, much like how the forge is an upgrade to the blacksmith. The player pays for it to allow them to brew more alcohol, which would not really work unless it, too, produces alcohol without requiring cargo input.

However, culling the agricultural chain is something I'm open to considering? Perhaps a parameter for 'simplified' and 'expanded' industry selection, where expanded provides more cargo variety wheras simplified... does not.
Kruemelchen wrote: 15 May 2021 12:14 I think the idea sounds great!
I'm working on a medieval-inspired horse (etc.) carriages vehicle set. That would fit well for this industry set, I think :)
Horse Carriages also work great with medieval/fantasy stuff! Looking forward to seeing it.
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