Looks great that does
Looks great that does
Steps towards the final track rendering happening now. This is more-or-less how the track will look in planning mode, before you start to build it. I need to work out a better visual look for the control nodes still.
*furious scribbling*
First pass at the lowest tier of locomotive's graphics, a little unnamed 0-2-0. Period-accurate and based on a real locomotive, these things were tiny workhorses - but not designed with elegance in mind.
I've no idea who would have made a handcart back then. I suspect I may have to do some research at *some* point
#pumpit #pumpitrealgood
Dropped objects can now have bespoke graphics. I also now have enough planks to make a handcart, and we all know Handcarts are made out of 4 planks and nothing else
TIME TO GO GET SOME TIMBER AND TEST THIS OUT!
I'm avoiding the art task of unique buildings for now, but I'll get the Sawmill (Timber -> Planks) done. Timber Yard is a way to purchase pre-felled Timber, for people rich in money but lacking time.
I'm getting slightly better at making neater networks, but it's probably a good idea if the game helps you to neaten them as you go along. You can tweak the route as much as you like, until you start to place the track to 'lock' it in place, then it becomes a destructive process. Maybe. It's also possible players will want to keep tweaking and I'll have to allow it ™
My next step is the ability to turn 'timber' into useful products. First object a player will want to make on a new run is a handcart, so they can carry more than 1 item.
That looks marginally less terrible. I'm not happy to sign it off yet, but we're cataloging the *process* here yo
Pre-placed sleeper rendering using GPU rendering. It's interesting to see how it looks when you're too far away for the incidental detail.
Per-area specific rules for spawning ground clutter. This will eventually tie into the biome/tiering system, but for now it's making the... let's call it a grove... look less sparse.
My forest looks a little bare.
placeholder 'nighttime town' visual doesn't look too bad, and it's super-cheap to render
What's the matter? Chicken?
Point exit directions are based on your look vector; this means you don't need to dismount to choose where you next turn. This is a per-world difficulty setting - recommend Easy Points ON for single-player, OFF for multiplayer, and people who love realism can also have it on
A loop of track, just next door to the blacksmith. Perfect. I notice that the ballast is using the wrong texture tho!
A loop at each end, this route could now be built by placing resources, or optimised. As I am impatient - I will not be optimising it.
I AM VERY GOOD AT MY OWN GAME
We now have incidental animals spawning and wandering around. Nothing like a little bit of like to make things better!
Maybe a tad too obvious, but this will do until I get proper raymarched pass (and this may well stay in for low detail) - this is to represent the glow of a distance town. I got distracted from implementing blacksmithing and crafting - in no small part as I couldn't FIND the town! #emergentgameplay #playtesting #indiegames #screenshotsaturday #yesigotlost #yeehaw
This is fine.
Computer games are a series of smoke and mirror tricks. Never look behind the curtain, it's... weird back there #indiegames #gamedev