Open for input on a game concept, help needed
Posted: 29 Oct 2015 20:02
Dear OpenTTD users and developers.
My idea and aim is to create a 4096x4096 world that's a more realistic earth representation but is adapted to allow fair and smart gameplay in TTD. The scenario should become suitable for multiplayer or solo players. The goal of the game is to be the first company that funds two oil refineries in a world that starts in the year 1914 on the day the Panama Canal was opened.
I understand the following topics need to be addressed to make this scenario.
#0 known issues
#1 the map (in progress)
#2 a world before 1930 (import or include)
#3 game script (pending input required)
#4 making AI understand the game goal (pending input required)
#5 beta testing
#6 screenshots
In 2014 I have already started with the version 2 of the map with this goal in mind. I called it version 2 because it was a map based on Carst's [https://wiki.openttd.org/Scenario:CarstsWorldScenario]World map. I have converted, rotated, stretched and corrected it to look better in TTD. My 2014 version however was 2048x2048 tiles in size. Soon I discovered this is too small. It's fun playing alone for a while, but when the AI started building bridges between Korea and Japan I realized the map must be adapted more and enlarged.
The 2014 version 2.9.9 maps are heightmap: http://veemkade.xs4all.nl:88/openttd/Earth_2.9.9.hm.png and scenario with cities and industry: http://veemkade.xs4all.nl:88/openttd/Ea ... ar1918.scn
# issues I have discovered while working on version 2.
Some islands were to small. Enlarging the important islands about 30% relative to the size of the world and removing the really tiny ones in version 3 solved most of those problems.
Setting a limited bridge and tunnel length inside this scenario is still necessary. I am not sure how this is done in a way it overrides the standard game settings.
I found the original arctic tile set the best to represent a simplified version of the entire Earth. Placing mines, trees, oil wells, farms and industry in regions based on actual global resource data from the last century. However the issue I discovered there is the fact many industries disappear in the first years of the game because of insufficient supplies. The game script should allow a longer time before imminent closures occurs. I am not sure how this is done.
# the map version 3
In 2015 I went back to the drawing board creating the larger map. Now keeping in mind it must allow a more realistic game play.
# staring before 1930
In order to make the game start in 1914 some existing newgrf content such as "Earlier_Road_Vehicles-1.0" and "Early_Houses-2.0" must be included or supplied as automatic download dependencies. I am not sure how this can be done.
# game script
(waiting for your help)
# making AI understand the goal
(waiting for your help)
# beta testing
(can't wait to get there)
# screenshots
I am uploading new files as the project developes, you can see them at http://veemkade.xs4all.nl:88/openttd/
My idea and aim is to create a 4096x4096 world that's a more realistic earth representation but is adapted to allow fair and smart gameplay in TTD. The scenario should become suitable for multiplayer or solo players. The goal of the game is to be the first company that funds two oil refineries in a world that starts in the year 1914 on the day the Panama Canal was opened.
I understand the following topics need to be addressed to make this scenario.
#0 known issues
#1 the map (in progress)
#2 a world before 1930 (import or include)
#3 game script (pending input required)
#4 making AI understand the game goal (pending input required)
#5 beta testing
#6 screenshots
In 2014 I have already started with the version 2 of the map with this goal in mind. I called it version 2 because it was a map based on Carst's [https://wiki.openttd.org/Scenario:CarstsWorldScenario]World map. I have converted, rotated, stretched and corrected it to look better in TTD. My 2014 version however was 2048x2048 tiles in size. Soon I discovered this is too small. It's fun playing alone for a while, but when the AI started building bridges between Korea and Japan I realized the map must be adapted more and enlarged.
The 2014 version 2.9.9 maps are heightmap: http://veemkade.xs4all.nl:88/openttd/Earth_2.9.9.hm.png and scenario with cities and industry: http://veemkade.xs4all.nl:88/openttd/Ea ... ar1918.scn
# issues I have discovered while working on version 2.
Some islands were to small. Enlarging the important islands about 30% relative to the size of the world and removing the really tiny ones in version 3 solved most of those problems.
Setting a limited bridge and tunnel length inside this scenario is still necessary. I am not sure how this is done in a way it overrides the standard game settings.
I found the original arctic tile set the best to represent a simplified version of the entire Earth. Placing mines, trees, oil wells, farms and industry in regions based on actual global resource data from the last century. However the issue I discovered there is the fact many industries disappear in the first years of the game because of insufficient supplies. The game script should allow a longer time before imminent closures occurs. I am not sure how this is done.
# the map version 3
In 2015 I went back to the drawing board creating the larger map. Now keeping in mind it must allow a more realistic game play.
# staring before 1930
In order to make the game start in 1914 some existing newgrf content such as "Earlier_Road_Vehicles-1.0" and "Early_Houses-2.0" must be included or supplied as automatic download dependencies. I am not sure how this can be done.
# game script
(waiting for your help)
# making AI understand the goal
(waiting for your help)
# beta testing
(can't wait to get there)
# screenshots
I am uploading new files as the project developes, you can see them at http://veemkade.xs4all.nl:88/openttd/