Dev Blog 10: Developing a bunch of systems

November 17, 2015

As work progresses we are now looking into creating the very fundamental systems for making the airport operate properly.

Booking System

Since an entry level job task system now is implemented we need to make sure that employees don’t all turn up at the same place at the same time for different jobs. While it might be the player’s task to schedule flights and check-in-times we initially want to control the process and make sure that things do no clash. What do you think? How deep should the player be able to micro manage such things as scheduling flights, check-in-times and boarding times? Leave a comment below if you want to impact the game!

Traffic System

Passengers and employees in Airport CEO arrive via different means of transportations such as personal vehicles, taxis, busses and trains. In order for them to work properly there needs to be laws and rules on the roads. We’re currently working on integrating a traffic system similar to those you see in such great games as Cities: Skylines and Tropico. While there won’t be ay options of building massive freeways connecting your airport there will probably be a lot of traffic bringing people back and forth, not to mention all the vehicles driving around on the tarmac, which is why a solid traffic system will be an important part of the development process. Fredrik will write more about his work on this as well as the fuel trucks he’s currently working on!

Queueing System

Lastly passengers must know how to queue properly. Apoapsis Studios is a Swedish studio and in Sweden it is important to queue properly and since check-in-procedures, passing security, buying things from the taxfree store as well as claiming baggage and passing customs are queue intensive activities. Make your voice heard: Do you think that check-in desks should come with a predefined set of queueing areas of different sizes or would the player like to design its own queues?

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