Shared parts is one of the biggest cost-saving measures in the Automotive industry. So, (assuming parts-sharing ill be in the game) how in-depth will it be?
For example: the 327 Cubic-inch Chevrolet Small-Block is the same block as the 350 or 400 Cubic -inch versions, but in the engine designer, If I were to change the bore size, it would change the size of the engine.
Also, if it’s possible, I’d like the ability to “delete” the rear doors on some models, making platform-sharing easier.
Definitely something we’ll try to do (part sharing), but it will not be easy to make this concept apparent for the users and a transparent, easy to use system. If we can make it work without adding too much complexity and without too much UI fuss - yes, we’ll try.
Hm, correct me if I’m wrong, Killrob. But wouldn’t it be possible to implement a system in tycoon mode, that lowers the engine development cost drastically if you simply modify it from an existing unit you possess? That would be able to simulate the money saving benefits of parts-sharing while keeping things simple.
Oh yes, well there will be development/engineering/tooling costs and time associated with building a new car or engine, and that will be reduced a bunch if it’s just a revision of a design I’d say.
While that indeed sounds simple, it isn’t as simple to make a transparent UI feedback. Automation easily suffers from thereistoomuchinformationonscreenwhereshouldIlook already
imho, somewhere in your design studio you should try to make a more minimalist UI, look at Endless Space (it’s a game), played it for quite a while and it displays loads and loads of information very well without taking up all of the screen
We’re planning on switching to Scaleform for all UI-related stuff and have it properly made. In that new system I can see it happen, in our current one it probably would be a pain to get right