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Posted: 20 Aug 2006 19:56
by uzurpator
Akalamanaia wrote:And may i ask, how does your Maglev>Diesel/electric>Steamer scheme differ from the Steamer>Diesel/electric>Maglev scheme...besides graphically? If as you say the maglevs are "lousy", i doubt they would go much faster than steamers do in TTD's toyland.
May I as in what way the basic TTD vehicles differ from, say, USset? besides graphically...
Anyhoo - Mag->Elec/Diesel->Steam scheme is not what we have now in TTD - which includes some sort of a change, for a change. If toyland is already 'toy', then why not have some fun and place some stuff on its head?
Posted: 20 Aug 2006 21:25
by MeusH
You guys are making new vehicle types, like turbine train.
Since it's a toyland, why not to have a fizzy drink propelled trains, just like a mentos in cola?

I think we should help artists develop funny (toylandish) ideas right now. Design order (maglev first or steamers first) may come later.
Posted: 21 Aug 2006 05:12
by Villem
uzurpator wrote:Akalamanaia wrote:And may i ask, how does your Maglev>Diesel/electric>Steamer scheme differ from the Steamer>Diesel/electric>Maglev scheme...besides graphically? If as you say the maglevs are "lousy", i doubt they would go much faster than steamers do in TTD's toyland.
May I as in what way the basic TTD vehicles differ from, say, USset? besides graphically...
Besides graphical diffrence, theres the statistical diffrence. Statistics matter quite A LOT in matters of gameplay, and theres a quite huge change of gameplay compared to TTD in USSet. Such as that the set is more geared towards longer, and heavier trains with more capacity. However if you switch how the model of transportation develops just cause it looks diffrent, but remains almost the same, why do it at all may i ask? I think i had a similar discussion in a other thread, and i remember the outcome being that there were more people on the side of making things diffrent if it makes sense, not just cause it can be diffrent. I think as a maker of a train set you should know statistics matter hugely.
All i'm asking give something to support your view, do the maglevs go faster than steamers do, but have very low horsepower thus they accelerate more slowly in the first decades..statistics, and ideas! Some bigger reasoning than just graphics, does it affect gameplay, is it useful, and most of all will it work?
Posted: 21 Aug 2006 12:07
by ChristopherT
Run with it! I think it's a great idea and anything that gets rid of that annoying landscape would be an improvement!
Christopher
Posted: 21 Aug 2006 12:08
by Purno
Nah, don't replace the landscape. Toyland needs to stay toyland.
Posted: 21 Aug 2006 12:54
by DanMacK
The landscape is the least of my worries, I want to get the trains done first.
re: the "different" progression, ie starting w/Maglev, etc... I say no. This set is designed to be as "TTDish" as possible. The basis for all the locos is based on Simon Foster originals, and I want to keep that character. I also want to keep the logical Steam =>Diesel =>Maglev progression that's been used in TTD since its inception.
Yes this is toyland, but toy trains followed roughly the same evolutionary path.
As far as "actual" names, like Lionel, Hornby, etc... I say no as well. Again, this keeps with the "original" TTD names.
More to come today
Posted: 21 Aug 2006 15:13
by DeletedUser21
lucky krtaylor's .grf for the landscape works for OTTD (since it uses those .grfs)

and with this I might play toyland a few times. It's neat!

Posted: 21 Aug 2006 21:30
by DanMacK
First round of Toyland rolling stock
**EDIT** All "Second Generation" rolling stock
I know there are enough ID's, but to cut down on them, I grouped the cars into 4 types
Hopper (Default - Cotton Candy, Refits to Sugar and Toffee)
Tank Car (Default - Cola, Refits to Plastic)
Flatcar (Default - Batteries, Refits to Toys, Plastic and Fizzy Drinks)
Boxcar (Default - Toys, Refits to Candy and Bubbles)
I'm thinking of naming these as "Mightymover Hopper, Mightymover Tank Car, Mightymover Boxcar and Mightymover Flatcar" to indicate the "modernness" of these. The "old-time" cars will be Ploddyphut cars

Posted: 27 Aug 2006 12:15
by Villem
Just pondering, since Toyland doesn't have its own set of graphics for pre-signals, pbs-signals, and semaphores, are you going to do those?

And i think Toyland doesn't have its own enhancetunnels graphics either..
That sugar hopper makes me want..bakery products, and candy

And that flatcar with toy trains looks nice

The plastic tank car could use some..detailing to make it diffrent looking from the Tropical water tanker, what about adding some plastic bubbles like the ones on the industry on the side?
Posted: 28 Aug 2006 16:25
by Korenn
candy cane semaphores... teh horror, teh horror!!!!
Posted: 28 Aug 2006 16:48
by GameR
that's an goo idea! thay are better signs toyland uses now
Posted: 28 Aug 2006 16:55
by Purno
Korenn wrote:candy cane semaphores... teh horror, teh horror!!!!
or bubble light signals

Posted: 28 Aug 2006 18:21
by bobo
This is gonna be cool! Get a prealpha coded!
Posted: 29 Aug 2006 06:26
by Raichase
bobo wrote:Get a prealpha coded!
Look, we have a volunteer. Dan, get the sprites to Bobo here, because he's clearly calling the shots. Bobo, want that prealpha done by next friday.
Posted: 29 Aug 2006 10:46
by bobo
I can't do it. I can barely DRAW TTD sprites!
Posted: 29 Aug 2006 14:16
by Villem
Oh, but you
can.
However, if you wish to say you cannot, then do not put demands on people wich you yourself cannot cope with.

Posted: 29 Aug 2006 16:51
by DaleStan
I can't draw either; that doesn't stop me from coding.
Posted: 29 Aug 2006 17:18
by m3henry
i think your toy (cargo) train needs random loads, men, cars, etc...
Posted: 30 Aug 2006 13:04
by DanMacK
That's planned.. the trains on the flat was the first of many
Posted: 30 Aug 2006 13:09
by Wile E. Coyote
DaleStan wrote:I can't draw either; that doesn't stop me from coding.
And helping anybody who wants to learn coding
