Transport Tycoon - first screenshots

Talk about the new mobile version of Transport Tycoon (for iOS and Android) released in 2013.
User avatar
Train<In>Vain
Transport Coordinator
Transport Coordinator
Posts: 285
Joined: 24 Nov 2004 22:16
Location: SF Bay

Re: Transport Tycoon - first screenshots

Post by Train<In>Vain »

UseYourIllusion wrote:
Transport Tycoon wrote:Of course we've seen a few people mentioning that it looks like Locomotion - rest assured that while some of the assets are shared the game itself takes all the best bits from Transport Tycoon and Locomotion (both Chris Sawyer games, don't forget!), and pulls them together to give you the greatest entry in this classic series so far.
What were the advantages of Locomotion over Transport Tycoon anyway? Was it curved bridges or something? And since the graphics and game play for the new game are definitely from Locomotion, what would be the original "Transport Tycoon" input into it?
Locomotion has curves: bridges, tracks, tunnels. Also you can build stations in tunnels and on bridges (yes they do exist in real rail systems!). Much more entertaining visually than the abstractions of Transport Tycoon.

Transport Tycoon (original) had many things going on in the environment, like random town-authority road construction, crashing Zeppelins, advertising, etc. Also the world economy could vary from recession to normal to boom. Those were omitted from Locomotion.
Rookie of the Year: 2004, 2005, 2007, 2008, 2009, 2010, 2012, 2013, 2014, 2015 & 2016
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Re: Transport Tycoon - first screenshots

Post by eis_os »

Hello

Still alive, long time not posted here.

About the internals, Chris Sawyers Locomotion was already quite object orientated considering using assembler, so a directly port can be done.
If they use a Locomotion like internals for the file format for objects I still hope they won't use it for the save game maps. Otherwise we still end up with a tiny map with no way to create bigger maps. On the other hand it is less memory hungry and will work fine on small handhelds. (CIM2 eats more then 2GB memory at runtime and needs 64bit to work without flaws).

From the UI point of view, the locomotion track building system may be better on touch screen as soon as you have selected a track. How they will doing signalling I have no idea. This was totally mouse unfriendly already.

If they do a direct port of Sawyers RCT/Locomotion engine, the game will be very cpu intensive and won't gain any benefit from GPU acceleration.

At least a new toy to hack around when finished. :) If you have any idea how to get a beta, let me know, more time for having tools already at the release :)
Last edited by eis_os on 10 Aug 2013 09:30, edited 2 times in total.
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
Dave
Moderator
Moderator
Posts: 17243
Joined: 26 Dec 2005 20:19
Location: North London

Re: Transport Tycoon - first screenshots

Post by Dave »

Good to hear from you Oskar.
Official TT-Dave Fan Club

Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr


Why be a song when you can be a symphony? r is a...
User avatar
Drury
Tycoon
Tycoon
Posts: 2168
Joined: 09 Dec 2008 16:20
Skype: yes
Location: Slovakia
Contact:

Re: Transport Tycoon - first screenshots

Post by Drury »

Oh yes, if they are to port Locomotion and change just one thing about it, it should be signaling construction/deconstruction. So you can like, have a subway system AND preserve the city above it.
Image

Only dumb people quote themselves, and only the truest retards put such quotes in their forum signatures
-Drury
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Re: Transport Tycoon - first screenshots

Post by eis_os »

These are only some bytes to change in the Locomotion Runtime, see PatchPlus.
http://www.tt-forums.net/viewtopic.php? ... =PatchPlus

Don't ask me anymore the bytes, that was around 2004, eigs, time flies...
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
kamnet
Moderator
Moderator
Posts: 8548
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: Transport Tycoon - first screenshots

Post by kamnet »

The developers have stated that this isn't a port of the game to Android/iOS, but entirely new code.
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Re: Transport Tycoon - first screenshots

Post by eis_os »

Well they ported the artwork :mrgreen:
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
Drury
Tycoon
Tycoon
Posts: 2168
Joined: 09 Dec 2008 16:20
Skype: yes
Location: Slovakia
Contact:

Re: Transport Tycoon - first screenshots

Post by Drury »

Yeah, and they seem to have ported the graphical glitches as well. Look at that screenshot of a wide road curve glitching through a diagonal slope. If they coded it from scratch, they could have at least made such combination impossible to build.
Image

Only dumb people quote themselves, and only the truest retards put such quotes in their forum signatures
-Drury
Post Reply

Return to “Transport Tycoon (2013)”

Who is online

Users browsing this forum: No registered users and 6 guests