Fantasy Set - Industry (Development/Brainstorming)
Posted: 14 May 2021 07:16
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. (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.
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. (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.