Typocrite
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| Joined: 28 Aug 2013 |
| Total Posts: 6856 |
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| 21 Sep 2013 04:37 PM |
Now, to be clear, I am not asking for code. I am asking for how to go about with the logic of completing this game I am trying to make and where to go to find tutorials maybe for some of this stuff.
Say I wanted to make a GUI based top-down city simulation.
First, I want the city map to be larger than the screen. So would I go about that by putting everything down in a frame and then having invisible GUIs on all 4 corners of the screen that when the mouse is on them, it scrolls through the frame? Would that work?
I know how to do all of that except scrolling through a frame.
Next, the biggest issue, the sim itself.
Cars. That's gonna be the hardest piece of code.
Basically, I would make it where when a home links to a job (another nasty piece of code I would have to do), it would add 1+ to the capacity to every piece of road that links the job to the home. And this deals with logic that I need to know for basically every service building: how can I check where a GUI is in relation to another GUI? Next is the path itself. How can I make it where it can find the nearest piece of road, then the next WHICH LEADS TO the job. Those words in caps are what makes this real hard in my opinion.
Not even to start to add in the checking if certain roads are full capacity or whatever and alternate routes. Then there is road placement itself. Even building placement.
Got any tips? |
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Typocrite
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| Joined: 28 Aug 2013 |
| Total Posts: 6856 |
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| 21 Sep 2013 04:43 PM |
| It must be possible somehow. |
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Hibobb
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| Joined: 18 Apr 2010 |
| Total Posts: 2146 |
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| 21 Sep 2013 04:46 PM |
You would have to somehow figure out pathfinding, for guis. Pathfinding alone is difficult enough. If you complete this, you are a genius
Age of War Update Forum: [http://www.roblox.com/Forum/ShowPost.aspx?PostID=110942955] |
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