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I'll pretend to be useful:
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1 |
I'll pretend to be useful:
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2 |
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2 |
\n
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3 |
- Tracks as typemap (similar to how we did it in Area17 with fires)
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3 |
- Tracks as typemap (similar to how we did it in Area17 with fires)
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4 |
- Maps that come with pre-built tracks
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4 |
- Maps that come with pre-built tracks
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5 |
- Car chaining done with the new-fangled AttachUnit behaviour from 100.0 (or is it 101?)
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5 |
- Car chaining done with the new-fangled AttachUnit behaviour from 100.0 (or is it 101?)
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6 |
- Car animation to fit on tracks done by animation script of the leader car
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6 |
- Car animation to fit on tracks done by animation script of the leader car
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7 |
- Non-leader cars cannot accept move orders, but will relay them to parent car
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7 |
- Non-leader cars cannot accept move orders, but will relay them to parent car
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8 |
- The engine cars are actually scouts, not builders
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8 |
- The engine cars are actually scouts, not builders
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9 |
- Speed of train depends on mass vs amount of engine cars
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9 |
- Speed of train depends on mass vs amount of engine cars
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10 |
- Cheapest raider car: scout + weapon car
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10 |
- Cheapest raider car: scout + weapon car
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11 |
- Cheapest builder car: scout + nano car
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11 |
- Cheapest builder car: scout + nano car
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12 |
- ...
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12 |
- ...
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13 |
- Project management suggestion: try figuring out the mechanics and implementation thereof first. Play with huge red blocks for your train cars because you want the technology to work FIRST and only do art then.
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14 |
\n
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15 |
Projects that start with art and then try to get mechanicals done.... rogue republic anyone? All these beautiful screenshots, no gameplay.
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