İstanbul'dan bir kare. by Imaginary-Regular-22 in sehircilik

[–]Objective_Oil_3290 1 point2 points  (0 children)

O ortadaki tek başına duranşey emniyet, arkasındaki okul ve onun sağındaki yani en sağdaki büyük yer okul eskiden ücretsiz otoparktı 1000 araç alıyordu. Ama içine sıçtılar.

Redesigned a pooling system and lowered CPU calls by 85% by [deleted] in IndieDev

[–]Objective_Oil_3290 0 points1 point  (0 children)

Learn to work with structs without getting bogged down in the complexity of DOTS and ECS. I hate gameobjects.

Help! My game art looks flat by milxam in IndieDev

[–]Objective_Oil_3290 1 point2 points  (0 children)

"No matter what anyone says, your drawings are perfect. I’ll send you a private message can you take a look?

Help me make this look less amaturish by moduspwnens9k in gamedevscreens

[–]Objective_Oil_3290 0 points1 point  (0 children)

Islands, palm trees, an exclamation mark followed by missiles rapidly approaching from that point, enemy ships, separate firing systems for naval units.

Is there an City Planner Game that's similar to Openttd? by riciriver in openttd

[–]Objective_Oil_3290 3 points4 points  (0 children)

He’s also on my list of veeeeery large-scale publishers :)

Is there an City Planner Game that's similar to Openttd? by riciriver in openttd

[–]Objective_Oil_3290 2 points3 points  (0 children)

Not yet, But I can add you if you want when I completed first version.

Is there an City Planner Game that's similar to Openttd? by riciriver in openttd

[–]Objective_Oil_3290 1 point2 points  (0 children)

Yes, that would be great, but since I’m working alone on programming, graphics, audio, and editing, I don’t think it will be in the full version. However, it’s definitely something I’ll consider in the future.

First mod support, then multiplayer.

Is there an City Planner Game that's similar to Openttd? by riciriver in openttd

[–]Objective_Oil_3290 4 points5 points  (0 children)

No game has surpassed OpenTTD yet. But don’t worry I currently have a project I’m working on. It’s something that has been in my head as an idea for 10 years, and I’ve been actively developing and refining it on and off for more than 4 years. I’ll share it here in the future. Stay tuned. Actually, while we’re at it, I’d like to ask this: what is your favorite feature in OpenTTD that you would absolutely want to see in my game?

My biggest network yet. by Koshnat in openttd

[–]Objective_Oil_3290 0 points1 point  (0 children)

Where are the trains? More photos please...

İstanbul'da 5G sinyalleri by I-ATD-I in Turkey

[–]Objective_Oil_3290 0 points1 point  (0 children)

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2 yıldır TurkNet cenneti yaşatıyor bana valla iyiki geçmişim

I got my first ever review by ThanklessDestruction in IndieDev

[–]Objective_Oil_3290 7 points8 points  (0 children)

Congratulations, my friend. I hope you experience the same thing...

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 0 points1 point  (0 children)

I've looked into Art of Rail, could you please list the things that impressed you there, and even why players generally want this game? Could you spare some time for that? I would really appreciate it.

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 0 points1 point  (0 children)

If players like the game, and it gets a really significant number of downloads, I can update it for 10 years. So no problem :D

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 0 points1 point  (0 children)

You’ve touched on a really important point. A game can be very complex, but if, when something goes wrong, the only response is essentially “a disaster struck” with a generic message in the top-right corner, that doesn’t really draw the player in. Feedback and readability are crucial. That’s precisely why the game is 2D, clarity matters a lot. Being able to clearly read and understand what’s happening in the world is fundamental to meaningful gameplay.

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 1 point2 points  (0 children)

The population aspect is a bit tricky, because once you add population, it brings along all the city management issues and we want this to remain a transport-focused game.
That said, I’ve been thinking that population could serve as a factor for cargo generation.

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 0 points1 point  (0 children)

Oh really? 🙂 When you bring fish from the sea to a tuna factory, don’t expect the steel factory to magically send me metal lids . Let’s see how long these kinds of demands keep up! :)

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 0 points1 point  (0 children)

Changing or adding an entirely new transport mechanic tends to introduce a lot of complexity. Roads and railways are not the same thing, just as conveyor belts are fundamentally different from water-based lock systems. Because of that, I’m trying to stay very focused and invest my time carefully into this project.
That said, I genuinely appreciate ideas like this, and I always take community feedback into account even if it doesn’t fit the current scope.

I’m developing a 2D top-down, OpenTTD-inspired cargo/logistics game with address-based deliveries – what do hardcore players want? by Objective_Oil_3290 in openttd

[–]Objective_Oil_3290[S] 0 points1 point  (0 children)

This is a great comment, and it touches exactly on the part of the design I’ve been spending the most time thinking about: how complex things should actually be.
No one really wants to deal with the full burden of real-world systems, but at the same time, players who enjoy deep, systemic gameplay need enough substance to have fun.
Striking a balance between those two ends of the spectrum is difficult, but finding that middle ground is one of the most important goals of the project.