Airport CEO: Pre-Alpha Gameplay Video (Part 1)

Really nice video, the only thing that I can criticize is the lack of fence and the starting money. That seems way to high. Maybe cut it to 1/8 or maybe even 1/10. Right now loans dosn’t make seem to make any sense.

1 Like

@fluppblubb: The fence is still going to be implemented and the starting money is that high because of the difficulty level that is chosen at the beginning (very easy)! :slight_smile: It is however maybe indeed quite high…

1 Like

Lol the starting money is only so high because it’s on demo mode. Allows devs or anyone to play around with the money and do what they like without being prevented by a money issue.

Majority of these games will have unlimited funds at this stage in development and I expect in early access it could be the same.

1 Like

I’m not sure if it’s because it’s demo mode. Here’s an overview of the different difficulty options that you can choose from at this point (click to expand):

2 Likes

Looking at that again, it might be nice to set a variable difficulty level as well. Maybe I want lots of money to make a big airport, but also want the challenge of unfriendly pax, demanding airlines and daily incidents? Something to consider down the line, perhaps?

I’m assuming that the $1bn starting fund is in essence a sandbox mode for the game.

2 Likes

First of all, from the bottom of my heart, thanks for all the warm comments and feedback. I will now repay you by addressing your questions:

You are absolutely right and we already have a system in place for this for the aircrafts and will migrate the same principle to the vehicles. We’re also going to enhance the traffic rules so that vehicles can’t drive through each other if, for example a bus is waiting to enter a bus stop, they do however wait and avoid each other when out on the road. It works, but it’ll be something we polish up before release.

This is an interesting idea, as of now check-in and security is built and all other desks will have dynamic queues. Here we have the option to either write code so that they queue, as I said in the trailer, like people do in real life or we could make it so that you build those queues as well but that we change the sprites to something else. But perhaps it could be a modular system, so that you can select if you want a static or dynamic queue for each desk. Sounds pretty interesting and the code is already modular enough to make it work. I’ll look into it!

Very true, not really sure how to style this from an artistic perspective so that you know what it is. I once had an idea that we could simulate windows by simulating light into a dark terminal but that’s pretty difficult I’d assume… I know at some point we’ll implement electricity and then we’d might look into indoor light simulation… maybe… :stuck_out_tongue_winking_eye:

As it’s been mentioned, yes, there will be. The sprite is completed, we just need to implement a fence building system (basically copy-paste the wall building system) so that’s probably something like a few hours work. Definitely something to be implemented soon!

True, not yet. As the building system currently only supports 90-degree building it’s not feasible as a dragging structure but perhaps you could place single pieces at a 45-degree angle and they would have that function. Will require some work though I presume.

At that size, and at roughly 100 active persons, an average path finding calculations takes roughly 0 milliseconds. The delay is an internal mechanism in place for us to detect certain behavior, so the time they are standing still is not related to calculating the path. Although we do have two pretty major improvements still to make, and the pathfinding algorithm is something we’ll continue to develop over time.

You are correct that there currently is no direct correlation between a certain box and a certain object to be built. However, every object needs at least on box per contractor in order to be built. This system is pretty modular so we could quite easily assign different boxes to different objects and so forth, if we’d be interested in going into such detail.

They have two methods of travel, either by nodes and a node system or directly through vector paths. Some objects interact with the nodes and some have predesigned paths.

I was looking through the modular security thread, something like that would be pretty cool to implement but is most likely a lot of job. Alternatively we could more easily implement various sizes of security stations and then include stuff like body scanners and such.

Yes, there are three types of contract sizes. The one we took was a small one, as you progress you are offered bigger contracts which cost more but also deliver more contractors.

No shit! What do you study? Great to hear! :smiley:

You are correct, the prices and economy aspects are yet to be adjusted. Probably a night’s worth of job and something that is included in the “we need to polish some stuff”-category before release.

Yeah, that system is not really set in stone. Does it make sense? What kind of settings would you like to have here?

7 Likes

You are correct that there currently is no direct correlation between a certain box and a certain object to be built. However, every object needs at least on box per contractor in order to be built. This system is pretty modular so we could quite easily assign different boxes to different objects and so forth, if we’d be interested in going into such detail.

It isnt so mich the level of detail per se. Its that they took on jobs ‘too soon’

1 Like

Yeah, that system is not really set in stone. Does it make sense? What kind of settings would you like to have here?

I like really like the idea, but as @me123 said, it’s maybe a good idea to keep the money and the difficulty level separate.

Maybe I want lots of money to make a big airport, but also want the challenge of unfriendly pax, demanding airlines and daily incidents?

On the other side, it maybe doesn’t make that much sense to play in ‘extreme’ mode with $1bn starting fund, because then you can just build an airport that completely meets all the complex demands of the extreme mode… So I’m really not sure about this one…

1 Like

After trying the other two new airport tycoon games, I am most confident of ACEO to pull of the best. Just praying that the Devs will go all the way to building a stable, refined system to support a mega airport

1 Like

I hope they start working full time/hire someone after the first release… If the game is well received.

Development is too slow currently, But I also understand the Devs’ problem.

1 Like

I’d say it’s going fast enough. Getting more people involved could very well be detrimental to this project.

  • he/she has to fit personality wise
  • he/she has to be brought up to speed with the current code base
  • he/she has to be brought up to speed with the current ideas / direction
  • he/she wants money, which means it has to be a real company

This all costs a lot of time and/or money that would be well spent otherwise.
Even after the game released, it would have to do pretty well for them to consider hiring extra people because of the same reasons

2 Likes

Actually development is on high speed and considering they’re not able to do it actually fulltime the speed is surprising…

Just look at EA and their unlimited ressources producing every year a new FIFA which has every year unstandable bugs and quirky mechanics which don’t really work and that on a game which is graphicwise mediocre and not much a development from their (successors) predecessors… yet, they charge you 50-60$/€ for that… No insider on that… but 90% must be license payment because otherwise this price is a rip off… :smiley:

1 Like

Ok… this is the first time I am seeing a game development so close, so I don’t know what’s fast and what’s slow. Probably you both are correct.

1 Like

For a reference:

  • Skyrim took about 4 years with a massive team
  • Prison Architect was developed (initially) by 2 guys. Took them a year to get to Alpha and another 3 years before it was officially released
1 Like

Uhh… Are the ingame prices similar to real prices??. Like it takes $1-5 billions for medium sized airport in real life. And 10-40 billions for international ones. Will the prices be the same in the game??

I don’t know if it’ll help. My heart says to have them according to real world, but mind says that we it’ll become an accounting headache for us.

1 Like

Would be nice, so long we don’t speak about the new Germany BER Airport :joy:

3 Likes

lol what’s the status on a Berlin airport? I kinda forgot which one is supposedly being built.

1 Like

The CEO was fiered… And the old technical Consultant is Back in business :joy:
The new Plan… Airport will be open next year.:see_no_evil::joy:
After 5 Billion and a couple more

Thats ridiculous

1 Like

And I tought that things like these only happen in Belgium :joy:

3 Likes

And if you didn’t, you should have seen PA Alpha 1… it was in a worse state than even this pre-alpha demo was. It was absolutely basic. They kept adding 2-3 things (more or less) each Alpha. Every month was a new adventure. :slight_smile:

1 Like