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Specification DocumentVersion 2
IntroductionTransit Network will be a simulation/real-time strategy, muliplayer game based upon the simulation game Transport Tycoon, by Chris Sawyer (www.chrissawyer.com). InterfaceThe interface will consist of four main component groups:
The view will be navigable using the mouse and cursor keys, and will display the 3D world using a 2D view (possible by virtue of parallel projection). There will be a toolbar (and/or menu), containing all the functions available in the game. It will be displayed at the top of the screen. There will also be a status bar at the bottom of the screen, showing general game information. The other group of components is the information windows. These are floating windows which contain specific inforamtion about a part of the game. These can be moved around the screen and closed. ExtensibilityThe game will use configuration files (possibly in XML), and dynamic class loading to make it extensible. For example, if someone want's to add a new button to the toolbar, they would create a subclass of the relavent abstact class, then add an entry in the configuration file pointing to the class name and location. The program will then make an instance of the class from the information provided and add it to the tool bar. Game Elements-MapThe map will be square grid based with each square representing a land tile, with a similar land-manipulation system to RollerCoaster Tycoon. The land manipulation cost will be relatively high so that players are encouraged to be creative in track laying rather than just molding the land to their needs. -TrainsThe tracks will have 4 different directions (north-south, east-west, ne-sw, nw-se), and turns in the track will be curved like in real life (no 90 degree turns). The method for building the track will be to 'plan' the line and then confirm it. The land is then bought and track construction begins - this will take a certain amount of time. The user will be able to plan a line by the Transport Tycoon method (placing individual track pieces), or by a modified RollerCoaster Tycoon method (a dialogue box with possible tracks and directions to choose). Stations will work on a first in first out (fifo) system. This means that if a train is loading a cargo at a station and another train with the capacity for the same cargo comes along, then it will not be filled until the first train leaves. The orders a train will be able to have will be varied but simple. Destinations (stops) can be assigned one of the following:- stop (sell and load all possible passengers and cargo), load 25/50/75/100% (wait at station until a the train is x% full of one cargo), unload (drop all cargo even if station does not accept), non-stop (go straight through), and request stop (for passenger trains only). There may be another order - load-leave (train waits until full (25/50% etc) or when another train for the same cargo arrives). |