In the past couple of weeks we have managed to release the latest version (version 11) as well as releasing a fix pack for the release.
The version has changed a lot to the existing demand model, which means that some part of the game still needs to be tweaked in order to get everything to work as planned. This is a work which will be focused on in the next release(s) where we will also optimize the newly created schedulers.
On the bug side it seems like the fix pack has fixed almost all bugs, but we will wait with the creation of the new version for the next week, until we are sure that the current version is stable.
The roadmap for version 12 looks at the moment like this:
- Research and Technologies
- Charter Flights
- Operating flights
- Optimized AI (was also a part of version 11)
- Stopover Flights
- Countries before 1950
Beside those things we will also try to implement as many as possible of the requested features.
This weeks blog update will be very short, since the this past week the focus has mainly been on finalising the route scheduler, so now we are ready for the internal testing of the game. If the testing goes well we are still planning to do the release by the end of next week. While the testing is ongoing we will also try to optimize some of the minor things reported, but it will only be things that we know will not be able to break the game.
We have also looked at the subsidiary feature and tried to change a few things, to get it to work more correctly. One of the things we have implemented is the possibility of transfering airliners not used between the main airline and the subsidiaries.
Currently we are working hard to get the game ready for the next release, which is still scheduled for the end of this month.
One of the tasks we are still missing, is the possible of scheduling ahead of time based on the different season, so a route might have one more departure in the summer than in the winter.
We have also started on implementing two of the features which were a part of version 1, since we needed it for our new demand model.
The first one is advertisement where we have create a first take on it with a minimal of options, but it is still working and influences the demand for a route/the airline.
The second one is reputation where the airline is getting a score based on the service levels and prices. This is also the first take and will be implemented further in the later releases.
One of the aspects which has been missing from the game is an overview of the statistics for the human routes. This has now been implemented, so it is possible to see some statistics for filling degree, market share and passenger type. It has also been implemented so it is possible to see some flight specific statistics to compare against opponents operating the same route.
On the AI side I have tried to optimize the way the CPU airlines buys its aircrafts and also tried to add a more intelligent way of selecting its destinations. I hope it is noticeable in the next release which is still planned for the end of this month.
As the last part of this weeks blog I can tell that we now has the first piece of ingame music 🙂 Thanks to picoo000 who provided the music for the start menu, so please check that out.
Two weeks have past since the latest blog update, which is primarily due to my computer being broke the most of last week. But now it is up and running again, so this week have been spend on the game.
I have finished the first test version of the new version with the updated demand model and we have tested the version internally. Those tests showed some things which needs to be updated/changed/fixed, which I am currently working on. After those things have been fixed we still have some data collecting to do before we are ready with the next release.
One of the things which had been an issue from a coding point of view was the graphs and the way those were calculated. The code was very “heavy” and hard to maintain, so I have replaced the graphs with another framework, which is easier to work with.
For the AI we have started optimizing it so the AI airliness becomes more competitive, but that is an ongoing task which will not be finished in the upcoming release.
The last thing for this week is that we have decided to change the naming of the versions from prealpha to alpha, since we feel that the game is becoming more and more stable, and we think that we have fixed all the reported bugs.
This have been a week where I haven’t been able to do a lot of work on the game. My main focus have been on my real work, but I have still managed to do a little work on the game.
Currently we are still working on the huge task of changing the way demand is calculated. We have added the formula and also recreated the airport demand page.
As you see the demand is no longer shown in exact numbers, and the passenger demand is also splitted in to both business passengers and tourists. The last thing we have implemented for this is seasons, where we will have different demand depending on the time of year.
One of the things we are still missing is the correct demand to be able to calculate the demand, but that will be implemented over time.
The last thing I have worked on this week is to fix the issue with loading of saved game and with saving of an already saved game. So now that should work correctly
First of all I hope that everybody had a very nice new year.
Once again it is nice to see all the input in the forum, and I hope to be able to implement all wishes over time. Some of them will be included in the upcoming release and some will be planned for later releases.
Because I had a couple of days of from work I have managed to do a lot of work on the game. We have released a new patch and now it seems like we only have a couple of issues with routeplanning left, which will be fixed very soon. I am not sure that we will do a new patch for that fix.
The next huge task we are looking into is a new and better way of calculating the demand between airports. We have planned how to do it, so now we “just” need to implement it and ensure that it doesn’t effect the performance of the game.
One new thing we already have implemented is scenarios, so now it is possible to play some very simple scenarios. This will of course get further functionalities in the future, but for now it is possible to play a scenario where you need to recreate the success of Southwest Airlines or a scenario where you need to save Malaysia Airlines.
We will try to implement more scenarios and also implement more parameters for success/failure of a scenario.