Dev Blog 3: IT’S ALIVE

October 1, 2015

Planning, planning and more planning

The administrative part of Airport CEO was in dire need of a real overhaul. There is a lot of thoughts, effort and energy going into a game developing process and keeping track of what’s what and when’s when is really important, probably more important than we anticipated. We’ve now structured the development process in such a way that we can both set deadlines and keep them. It sucks that we can’t see the effects of this the same way we do when implementing a function but hopefully we’ll feel the effects.

Creating a life cycle

The passengers are slowly becoming more and more alive. We are currently focusing our efforts on the mechanics of the game where the first milestone includes the full life cycle and handoff between a passenger and an aircraft. Passengers come to your airport, check-in, pass security and then wander around the gates area looking for things to do before boarding the plane and leaving the airport. All of this will be simulated with attention to detail and realism and while we’re not there yet we are definitely on our way.

The Problems of a CEO

Being a CEO of an airport includes a lot of planning and organization. We aim to deliver a gaming experience where the gamer connects to its CEO avatar the same way you do in the Tropico game series. If you run a small airport you are likely to do all planning yourself before you can hire employees and board members and delegate tasks. We’ve implemented the responsibility of accepting contracts from airline companies and as you do that the planning begins immediately as you are required to allocate time slots for incoming flights in the busy airport schedule. As we progress with the development we will further expand the management perspective, being an airport CEO is no easy task.

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