Progress: Another revolution
Posted: 12 Dec 2003 00:10
Another revolution? Yes!
Enthousiastic followers of the project might distinguish the first revolution of TTS, the change from coding it in C to coding it in C++.
For you, it mainly meaned that the release of a techdemo was postponed until further notice.
For us it ment a real revolution, forcing our imperative minds into thinking Object-oriented. Though rewriting big parts of the code was a pain in the ass, it also made more things possible. Dynamically controlling the gamedata is just one of them.
This week set the tide for another revolution in the development of TTS. A post in our own forum made us quite aware of the fact that what we're doing and mainly hów we're doing it might pose a future threat for the project. Particulary the name is quite an issue because it's just a straight violation of the intellectual property of Chris Sawyer. And the fact of recreating the game exactly like it was might not be totally legal too.
So, after some thinking we came up with a solution.
First, the name of the project is going to change (Transport Unlimited is the most probable to be the final pick).
Secondly, all direct links to TTD will be removed from the game, which mainly means that we won't use any of the TTD data anymore, instead development will continue with simple sprites we're going to draw ourselfs.
You might say that we were going to recreate TTD, and not create a new game. And I will say you're right, but by not using the TTD data we will not infringe any copyrights. Besides that, the degree of configurability will be turned up till the level where almost exact recreation of TTD-gameplay is possible through config files (including using the TTD data).
An 'anonymous person' will create a converter between the TTD data, and the TTS dataformat(s), which will enable everyone to use TTS as TTD, without us violating copyrights, and thus ensuring the project will remain to exist.
So, a quick summary of the above:
- A new name
- Even more configurability
The changes mean that the GUI should be adapted/recreated (again) to support a certain degree of themability/skinnability. The game engine wasn't really there yet, so not much 'change' on that part. And finally the configuration part will remain intact, and will be extended when it's needed.
A second revolution, the third chance for us to do it right, right from the beginning. But as the first revolution, this will also bring more possibilities. Things like 16/24/32 bit colordepths are getting closer, by not sticking to the TTD palette and sprites. Higher resolutions were already an option, and might be considered right from the beginning now.
But any advantage has a disadvantage. The progress of the project will be reset to almost zero again (though we don't have to rewrite everything now), thus again slowing down the release of a techdemo.
We're certain we're making the right choice at this moment, the future will tell us if we're right.
Enthousiastic followers of the project might distinguish the first revolution of TTS, the change from coding it in C to coding it in C++.
For you, it mainly meaned that the release of a techdemo was postponed until further notice.
For us it ment a real revolution, forcing our imperative minds into thinking Object-oriented. Though rewriting big parts of the code was a pain in the ass, it also made more things possible. Dynamically controlling the gamedata is just one of them.
This week set the tide for another revolution in the development of TTS. A post in our own forum made us quite aware of the fact that what we're doing and mainly hów we're doing it might pose a future threat for the project. Particulary the name is quite an issue because it's just a straight violation of the intellectual property of Chris Sawyer. And the fact of recreating the game exactly like it was might not be totally legal too.
So, after some thinking we came up with a solution.
First, the name of the project is going to change (Transport Unlimited is the most probable to be the final pick).
Secondly, all direct links to TTD will be removed from the game, which mainly means that we won't use any of the TTD data anymore, instead development will continue with simple sprites we're going to draw ourselfs.
You might say that we were going to recreate TTD, and not create a new game. And I will say you're right, but by not using the TTD data we will not infringe any copyrights. Besides that, the degree of configurability will be turned up till the level where almost exact recreation of TTD-gameplay is possible through config files (including using the TTD data).
An 'anonymous person' will create a converter between the TTD data, and the TTS dataformat(s), which will enable everyone to use TTS as TTD, without us violating copyrights, and thus ensuring the project will remain to exist.
So, a quick summary of the above:
- A new name
- Even more configurability
The changes mean that the GUI should be adapted/recreated (again) to support a certain degree of themability/skinnability. The game engine wasn't really there yet, so not much 'change' on that part. And finally the configuration part will remain intact, and will be extended when it's needed.
A second revolution, the third chance for us to do it right, right from the beginning. But as the first revolution, this will also bring more possibilities. Things like 16/24/32 bit colordepths are getting closer, by not sticking to the TTD palette and sprites. Higher resolutions were already an option, and might be considered right from the beginning now.
But any advantage has a disadvantage. The progress of the project will be reset to almost zero again (though we don't have to rewrite everything now), thus again slowing down the release of a techdemo.
We're certain we're making the right choice at this moment, the future will tell us if we're right.