Dev Blog 9: Job Ticket System & Passengers with a mind of their own

November 8, 2015

Job Ticket System

We have taken a few steady steps forward this week by properly implementing the role of the employee within the terminal. We have created a job ticket system responsible for assigning employees with tasks when there is job that needs to be done. If a flight is allocated to land at 16:00 and depart at 18:00 there are a few job tasks created for this flight, the passengers arriving need to be able to check in, pass security and then board when it is time. Today employees respond to these demands and passengers are unable to pass the check in and security points etcetera if there is no employees there to assist them with the task. This is a just a first very basic step in how employees will interact with the terminal and how dependent the player will be of having good and satisfied employees in order to properly manage the airport. Further development of the employee role as the project progresses will include employees skill and traits affecting the performance and completion speed of the job, a stress factor of the job might send your employees crazy depending on the mood of the passengers and the work load the employee is experiencing… and of course much more.

Passengers are now more Intelligent

Since passengers now have to pass a number of complex tasks and have interactions with employees in order to be able to check in they have become more intelligent. Passengers have received a set of different needs that deteriorate over time depending on personal traits causing them to have needs and expect that certain facilities and services are available at your airport. If a passenger suddenly feels hungry they will look for a restaurant, if they are bored they want to visit the taxfree or do something else that might bring them joy. If you don’t have any of these available or if you’re lacking something as basic as a bathroom passengers will become irritated and they are not forgiving. Unhappy passengers are not something that your employees will want to deal with and as it will affect the employees stress levels and mood it will  ultimately affect their job performance. This will in retrospect affect the passengers as they might get even more irritated when they have a bad customer experience… hopefully your employees will be good with managing people to avoid causing an evil circle of stressed employees and angry passengers.

I hope you can see that we are really aiming to build a truly dynamic world where variables are effecting variables. Our aim is to simulate intricate and complex behaviors and interactions between different world objects while still only implementing things that are relevant to the player and where the player will enjoy tweaking the management of the airport from every different angle in order to resolve potential issues.

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