Developer - Lead Programmer & Designer
Joined: Wed Apr 14, 2010 12:32 am
Location: Melbourne - Australia
Cars: A crashed 1992 Suzuki Cappuccino
Are you planning on making an economy system that will go hand in hand with real world history (oil crisis, global depressions etc.) or there going to be some dynamics there to keep us guessing?
Everything in the game is driven by lua scripts. This allows us to do a lot of configurable gameplay items, and to easily configure unique properties of countries demands etc. This also should allow for user created content such as mods.
There will be scenarios available for games, real world history events will be one of them, or scenarios with random events, or countries mixed up and not normal.
Another thing... Christian's question about reliability somehow made me think of Lancia and their problems with low-quality steel and the ensuing corrosion. So, with that in mind, have you thought of giving the player a choice of material suppliers and that having a potential effect on the cars quality / reliability?
We did have an original plan to have suppliers for almost everything, but the scope to manage all of that broadens a lot wider, and causes a whole lot of issues you do not see at first, both in gameplay aspects, and in implementation in code. So that feature was cut. Items will just have a material cost associated to them in dollars. The quality of the item is based on the equipment in your factory, and how many man hours you are will to dedicate to each part.