You can talk about Cars Incorporated with other users and the game's developer. Post your thoughts or ideas and discuss them. Since it is still under development your ideas might still make it into the final game.
Game is looking great! I will probably purchase sometime soon to support development. I encourage others to do the same, I know this game will eventually be full featured, polished and a treat to play.
The next update (to version 0.10) should become available in the second half of this month (unless something unforseen happens of course)
The main improvement in v0.10 is the addition of body type 2 (starting in 1904), which expands on type 1 by adding more body shapes and as a result different car types which will have different demands in different markets. Car types that you will be able to build once 0.10 comes out include compacts, sedans, wagons, vans, pick-up-trucks and sports cars in different sizes. Compacts, sedans and sports cars can also be built as convertibles, the later one becoming a roadster.
These changes will require you to build cars with different attributes, as a van or a truck will surely not be sold based on it's top speed while a sports car doesn't get many points for a huge trunk (which will also be a part of type 2 bodies).
I am sure you have seen that this is an in-development alpha version and that the changes
coming down the line
already adress most of what you are saying.
Also nobody is forcing you to buy this game or support it's development. You are free to not buy it as often as you like
Feel free to come back any time to check on it's progress, but please refrain from promoting other games here as your posts where cleary designed to get people to go there. I have taken the liberty to fix that for you.
If you are having any kind of problems with my game feel free to post a bug report or a more specific feature request then "it's seriously flawed, detailless and too expensive" and I will see what I can do about it.
Oh. I'm so embarrased. I'm definitely too impulsive. I was blinded by my fanboyism. And what's worse, I was pretty sure I deleted the first post (after I though about it). I'm so sorry. I didn't want to be a douche. I'll happily give you some feedback.
Maybe we'll begin with assigning workers to production lines, and engineers to developing car components. In both cases, you choose number of them with arrows. When you hold them for a longer time, it raises (or lowers) faster. The main problem is, that raising them one-by-one (with single arrow clicks) is too slow (which is reinforced by delay after clicking), and holding the button is not precise enough. Maybe some kind of input-box, similar to these where you put your engine capacity would help.
The same would apply to choosing your car price.
Oh, and by the way:
I really appreciate your calmness, I wouldn't be so calm if I read a post like this.
One of the things I am working on for the next release is minimizing the delay after clicks. Right now it takes about 1/3 of the time it took before I started working on it and I am spending some more time on optimizing the GUI behavior today.
I think I talked about adding an input box for values you can change by arrows somewhere in the german section by turning the displayed number into a link that will make it editable. This is what you had in mind, right?
It is definitely on my to-do list as it makes larger changes easier. I am not sure yet if I will have it in the next release (v0.10, which has it's focus on speed optimizations and body generation 2), but it will definitely come in one of the next smaller releases (v0.1x).
I would like to see more parts that can be researched. Also the engine research could have more options such as how many cylinders the engine will have. I think the researching and designing of the whole car should be more detailed. For example parts of the engine could be researched and then the player gets to pick from those parts to design the engine.
Is it just you working on this project?
Okay, I get what you mean. I would definitely like the game to focus mostly on the economic side of things. I just think there needs to be more detail in the design of the cars, but there might be enough of it with the addition of different vehicle types.
I personally would rather him lean on the side of more detail for the game than less. I think most tycoon style games lack enough detail.
About details: I am planing on adding a last research sub-section for additional parts, although that has low priority at the moment.
The idea is to research parts like windshield wipers or seat heaters that will add either luxury or safety points to your car, again depending on your vehicle type how important it is to have (a seat heater would benefit sales of a luxury car more than a compact car). At some point when a majority of the market has a feature it will become "expected", meaning that you will generate negative safety or luxury points if your car does not have the feature (image a car in 2000 not having a safety belt).
There will probably be a limited amount of extra parts that will be possible to turn on or off with icons in the car creations process but I will have to see how to best incorporate it.
This system might also be applied for engine extras for adding things like an intercooler but I will see if that makes any sense for the game when I am doing the extra parts section.
About cylinders: I would definitely like to have them in, as it is one of the technical sides of an engine pretty much everybody knows something about. But every time I worked on calculations having anything to do with the engine the cylinders fell out as useless to the economic side, and every way I came up with of adding them to the game just made things more complicated without benefit. So right now they might only be added as an additional info at best for the sake of completeness but serve no real purpose.
As for your questions "Is it just you working on this project?"
Well, if body limited not the engine capacity, but engine size (engine capacity is 660 cc f.e. Engine size is 48cmx60cmx60cm), then cylinder layout would be more important, as 3.0 I6 and 3.0 V8 would have different height, width and lenght.
To me going into the dimensions of the engine and matching it with the right car shape seems like a complication that wouldn't add much to game play, but it might help the game seem more realistic in that sense.
Another way to incorporate cylinders would be to have the player choose cylinder layout and how many liters the engine is. The game would then give them an immediate estimation of engine capacity. So the player would choose a 3.0l 6 or 3.0l V8. I think this would be a more familiar measurement to people than imputing the engine capacity.
I don't know much about cars so I don't know how the amount of liters the engine is vs the number of cylinders affects performance, for example I don't know whether a 3.0l v8 or a 3.5l v6 would be more powerful. I do know the more cylinders and liters the more power and heavier the engine is.
For a version 0.05, the game is already working 'good', as in, it looks very promising . I hope to see version 0.10 soon. I will pay the full version as soon as I have some extra cash available, you deserve it:).
Thank you for your kind words, Denizz. Version 0.10 should be ready soon. In fact I just tested it for compatibility with Windows 8.
@skleeds and Kubby
I've played a little bit around with the engine capacities. Like skleeds assumed, having to match the dimensions of the engine to the body makes things pretty complicated and doesn't add anything but frustration to the game.
Skleeds suggestion actually does look promising but I will need to do some more research and play around some more with it in order to make it make sense other then having the cylinders in. But it looks more likely that it will come down the road now.
I've finished playing a test round of a sort of release candidate of v0.10 today. I will do some more of these to find and fix bugs and gather more data for AI opponents to use the new cars.
The coming weekend is a longer weekend (with monday, April 30th being a bridge day and tuesday, May 1st being a holiday (Labor Day) here in Germany), so I will have plenty of time to finish those things up then.
Unless something goes wrong (like me becoming sick again) v0.10 should become available on Monday or Tuesday of the coming week. Not guaranteed though