Working on a fork of OpenTTD
Posted: 16 Mar 2007 13:26
Okay, I got bored of people telling me my coding style is bad. I personally think the coding style used in the openttd.com downloads is bad. So, I decided to start working on a fork with lots of stuff fixed to work much nicer...
(Side note: To anyone who's seen the various functions involving iterating over a tile area: Doesn't this look better?)
(end of side note)
And the stuff I'm planning to make:
- Long train depots (depots must be as long as the train and depot is accessible from both ends, so trains can drive through)
- Brand new GUI for building things
- Diagonal roads
- Traffic lights on roads
- Civilian cars on roads
- Bridges and tunnels for canals (though they would be damn expensive)
- Custom airports - place spare land, runways, hangars, terminals, loading bays and jetties
- Design tool (ie. copy and paste)
- New railtype - vacuum tubes
- Bridges over bridges, bridges with corners and tunnels with corners
- Four- and six-lane roads
- Curved tracks and roads
- Rotate the view
- Different gradient slopes
- RCT-style water (i.e. different depths of water that cost different amounts of money to "reclaim" as land)
- Diagonal stations
- Conveyor belts
I have to go to school now. Some screens later. Very little is done so far.
(Side note: To anyone who's seen the various functions involving iterating over a tile area: Doesn't this look better?)
Code: Select all
ResetTileArea(t);
while (IterateTileArea(t)) {
// do stuff with the tile t->current here
}
And the stuff I'm planning to make:
- Long train depots (depots must be as long as the train and depot is accessible from both ends, so trains can drive through)
- Brand new GUI for building things
- Diagonal roads
- Traffic lights on roads
- Civilian cars on roads
- Bridges and tunnels for canals (though they would be damn expensive)
- Custom airports - place spare land, runways, hangars, terminals, loading bays and jetties
- Design tool (ie. copy and paste)
- New railtype - vacuum tubes
- Bridges over bridges, bridges with corners and tunnels with corners
- Four- and six-lane roads
- Curved tracks and roads
- Rotate the view
- Different gradient slopes
- RCT-style water (i.e. different depths of water that cost different amounts of money to "reclaim" as land)
- Diagonal stations
- Conveyor belts
I have to go to school now. Some screens later. Very little is done so far.