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Version 2.0 - Look to the Future

Posted: 16 Feb 2010 18:37
by Wasila
OpenTTD 1.0 is drawing nearer, and so a huge chapter in OpenTTD's history is coming to a close.

The devs decided to make 0.7 the last 0.x version due to the introduction of OpenGFX/SFX, as the inclusion of these led to the achievement of the mission goals. To make OpenTTD an open, free program independent from old, copyrighted files.

In essence, I'm asking - what should our new goal be?
Looking at neob's suggestions, and in line with a suggestions I made a while ago, how about to aim to make the learning curve shallower? Things like improving the GUI and, most importantly, some form of in-built tutorial to allow people to get used to the game without being plunged into the deep end. I am not just talking about a video - I mean a proper tutorial like in modern commercial games which you interact with.
To convert OpenTTD entirely into C++

Introducing scripting to allow goals and scripted tutorials/scenarios

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 20:12
by Vaulter
True server / client architecture to make possible MMO openTTD ?!

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 20:13
by FooBar
Wasila wrote: what should our new goal be?
Expanding and improving.

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 20:13
by petert
Wasila wrote:In essence, I'm asking - what should our new goal be?
To continue to add features while maintaining a (fairly) bug-free game.

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 20:22
by CommanderZ
Vaulter wrote:True server / client architecture to make possible MMO openTTD ?!
What is it that makes current OTTD not "True server / client"?

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 20:50
by Hyronymus
- resolve the remaining features that are in TTDPatch and aren't in OpenTTD
- add more economical depth to the game (there ARE people who like it)

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:14
by Robb
3D view :)

What I mean is to be able rotate view 360 ... but I think this is for version 3.60 :D

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:18
by piderman
Robb wrote:What I mean is to be able rotate view 360 ...
Considering all sprites are drawn in 4 directions already I don't think it would be *too* hard to implement viewport rotation :)

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:24
by Rubidium
piderman wrote:Considering all sprites are drawn in 4 directions already I don't think it would be *too* hard to implement viewport rotation :)
Oh, nice... you have done that? Why haven't you released it then? Or is it missing something obvious (industries)?

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:27
by XeryusTC
Removing old game limitations would be a nice one to start with. Something along the lines of the new map array plans; allowing things like signals in tunnels and on bridges, underground building, crossing bridges/tunnels etc. Basicly make the game a bit more like LoMo but with OpenTTDs gameplay.

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:34
by TrueBrain
More disasters! BIGGER! BETTER! MORE EXPLOSIVES!!

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:35
by Kogut
What about hurricane or flood :P
Newgrf disasters?
Newgrf airports - there is sth done.

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:37
by okdewit
32bpp gfx completion :)

Interface addons (not compiled patches, real end-user friendly "addons" working via an API)
Convincing google to make android C++ (and OpenTTD) compatible :P
Add new climates. Or multiclimate. Or anything like that :)
More realistic cities.
Mountain rivers & lakes.

Of course all of this only when it doesn't make the game less stable or spoils gameplay :)

Looking forward to all creative usefull and less usefull patches the next decade. OTTD might have "dos"-graphics, but I still play it more often than any high end game :bow:

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:41
by piderman
Rubidium wrote:
piderman wrote:Considering all sprites are drawn in 4 directions already I don't think it would be *too* hard to implement viewport rotation :)
Oh, nice... you have done that? Why haven't you released it then? Or is it missing something obvious (industries)?
No I have not done that ;) I would be willing to give it a go though, if I could just find some time... (no promises :P) Buildings wouldn't rotate I guess, just draw them in the same orientation.

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 21:50
by Alberth
piderman wrote:Buildings wouldn't rotate I guess, just draw them in the same orientation.
Of course buildings should rotate.
Not in the last place since there are also non-square buildings.

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 22:47
by Zutty
Hmmm......

Cargodist
Extra zoom levels
Infrastructure Sharing
NewGRF Airports
NewGRF docks and bus stops
NewGRF road types
Economy balancing
Deep water (height levels <0)
River placement in terrain generator
Custom bridge heads/build on tunnel entrances
New map array (so we can have a whole host of smaller features like traffic lights, diagonal bridges, etc...)
A cherry on top

Re: Version 2.0 - Look to the Future

Posted: 16 Feb 2010 23:04
by Open Addict
XeryusTC wrote:Removing old game limitations would be a nice one to start with. Something along the lines of the new map array plans; allowing things like signals in tunnels and on bridges, underground building, crossing bridges/tunnels etc. Basicly make the game a bit more like LoMo but with OpenTTDs gameplay.
I second this, Signals on bridges and in tunnels would be extremly useful.

Crossing Bridges is a little unrealistic but a good suggestion.

Crossing Tunnels, we can already do via the cheat menu. (not that i do this as it is a little unrealistic) however if you could put lights in the tunnels this would solve this.

Re: Version 2.0 - Look to the Future

Posted: 17 Feb 2010 01:09
by ChillCore
Chunnel.
Grass on tracks.
Routemarkers.
Opengl support.
Improved timetable management.
Improved station build gui.
Speedsignals on roads.
Sloped stations.
Double pane newgrf gui.
Daylenght.
More conditional orders.
Even more conditional orders.
More map settings.
Limited terraforming.
Improved breakdowns.
Copy paste in singleplayer.
Head to head.
Town rating colours.
Company info.
More height levels.
Advanced tgp_gui for noise parameters.
Crossing bridges.
Traffic lights.
A new one way signal that does not allow waiting in front from the correct side.
Support for mp3 and other formats.

A cake under the cherry
and most off what is allready mentioned. :)

Re: Version 2.0 - Look to the Future

Posted: 17 Feb 2010 02:37
by RMJ
Well besides all the useful stuff people have posted here :) (not silly stuff like 3d and that)

There is one thing ive always been hoping for, its the ability for us to have all 3 types (yeah not toyland) in one map.

I mean having a huge map with mountains and snow, then having the lower forrest area to the big desert, all terrain in one map. That would be be perfect :bow:

Re: Version 2.0 - Look to the Future

Posted: 17 Feb 2010 05:41
by holmez
How about diagonals, including diagonal roads and stations. And roads and railways being able to cross diagonally.