The purpose of this first devlog will be to briefly present to our community the development progress of the 2.0 update and what to expect when it comes out.
Because of the features that are the result of player feedback and our own vision of what we want to achieve with WoA, we have to rewrite almost the entire codebase of the game from scratch, which is the main reason why 2.0 is taking so long to develop. The point of this extensive rewrite is so that we can use the new features in a more variable way to give players a better game experience.
The main new features are
Contract system - Destinations replacement
The player will receive contract offers from airlines or other players. As the game progresses, the contracts will evolve (aircraft size, earnings, special arrivals). It will still be possible to “lure” any airline to your own airport, but only in exchange for a marketing incentive (silver planes and wollars ). Domestic airlines at a given airport will naturally offer contracts. New parameters will be introduced, namely the rating of your airport, which will increase or decrease depending on how successfully the player handles aircrafts and plays mini-games. Player airport rating has a major impact on the load factor of arriving and departing aircraft, both player or airline owned.
Airline manager - Connections replacement
Airplanes have many specific parameters that affect the economy. The player must plan which aircraft to use for which route. Players create contracts with their own airplanes and offer them to airports where the recipient is either another player or an AI. A major change from the current connection system is that players can either receive/offer contracts from/to multiple players from the same airports.
Handling
There’s a change that each aircraft has a unique set/amount of requested services. Each airport service/vehicle has its own skill level. The player must decide which service at which level to use in order to reach the agreed upon time limit and receive a positive rating. The handling process has been redesigned to correspond with the real world. Our goal is to transform the existing click-run gameplay into a more strategic tycoon style.
User interface
After 3 years of experience with our game, we’ve found that it’s become necessary to simplify and better explain the game mechanics in our interface. This means that we’ve to throw away the old interface and create a new one from scratch.
Where we are
- The Contract system is in early stages of testing.
- The Airline Manager is still under development.
- Handling system is reaching its final development stages and is now waiting for new models and animations for vehicles and personnel.
- The user interface is still under development and will remain so until the last feature is completed.
Of course, it’s not just about the above. We’ve a fantastic new SXM airport, advanced aircraft models and many new smaller features that make this update a milestone that opens a new chapter for the World of Airports.