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v0.2 b1797 Released

Just a quick one, we have released a hot fix for version 0.2, build 1797.

We have disabled most of the water shader as there are still some issues with Godot we are waiting to be fixed which has caused some random problems with water. And we simply have removed the water from New Zealand for now as it has its own special problem.
Also note that you should delete the project.godot file in your Trains And Things directory, this is a new issue we found over the weekend which causes the game to display the incorrect version number and will stop you being able to join other plays if there is a version mismatch.
Finally, we have added in some log supplies into New Zealand map as this resource "chain" was incomplete.

0.2 - Warehouse Update

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Version 0.2 of Trains & Things has just been released!

We have labeled this update the Warehouse update. The key feature is a new building which is the warehouse. The player can build these and use them to store goods for transfer to other trains. This should mix up the play style of the game considerably, at least on the larger maps, and give the player more options on how to layout their railroads.

To use them you build one, then build a train station on it. When you are setting up a train to unload items you can click the train cargo and it will then move into the warehouse. Once this train is setup to unload a product at the warehouse, it will carry the icon to allow you to setup other trains that can then load this product out of the warehouse.

Art On the art front, the plan is to do a pass of all the existing maps and check that they are up to scratch visually. New Zealand map is the first to get a cleanup and is available in this warehouse update.



We have been adding resour…

Trains & Things - OUT NOW!

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Trains & Things - It's out now! Go get it! Buy it, play it, love it. Invite your friends to play! On Steam or Itch

Also for those who have been wanting to try the demo recently but haven't been able to as the recent builds got uploaded without executables, this is now fixed!


0.2 - Warehousing Now that 0.1 is done and dusted whats next? Version 0.2 of course, which we have named "Warehousing" as this is the primary feature which I will talk about more in a second.

To see a complete list of what to expect in 0.2 you can head over to our GitLab page: GitLab Issue Tracking. Do note that this is more a "wishlist" than a "it shall be so" list. Things might get pushed in or moved to a future update.

In preparing this blog I have been a bit hesitant to talk about what I am working on and fixing for the next release as I have found some exploits that currently exist in 0.1 but will be fixed in 0.2. I would encourage you NOT to use them to your advanta…

Early Access Trailer

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MarketingAs we are only a 2 man team, the game development has halted for a bit so that my brother can work on the trailer while I handle marketing. Marketing is basically my worst nightmare as there is no sense of achievement. No way to grasp if I am making progress. Something my brother won't even acknowledge exists (so he doesn't have to do it). It is such a dreaded task I always defer it as long as possible. 
With our last game - Dog Fight - I basically gave up on any marketing shortly after release. The game was complete on release so only needed 1 or 2 quick patches so we found it hard to keep trying to stick our neck out to bring people to our steam page, and so after 1 or 2 hits with an axe to the neck one kind of retreats.
This time around we are following the Early Access model, aka games-as-a-service model, we will be continuing to develop going forwards and so will have stuff to show off and remind you all how cool Trains & Things is.
To that end, if you are a st…

Release date inside!

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Getting through Steam As I mentioned in the last blog, we submitted our game to steam to get an early approval so we can release without a last second rush.
This initial attempt was rejected for a number of reasons, primarily because our Linux build did not run on SteamOS.
This has turned out to be quite a problem for us because SteamOS uses some very old software, where we are running Manajro, which is bleeding edge software (more bleeding than not!).

In short, we need to build Trains & Things using old libraries (that software which our game depends on) but using bleeding edge tools (that software which which builds our game).

As you might imagine, it is potentially quite a problem as that fancy new tools might depend on some other fancy software which is in direct conflict with that old software we need to build our game against!

My first attempt at getting a build machine up and running, which took about 2 days, was Ubuntu 14 LTS. On this machine (virtual machine in my case) …

Tis' the season

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I'm starting this dev blob with a bit about the importance of Christmas, before we jump into game dev.

It is the season to remember what Jesus Christ has done for us - He reconcilled us to God through His death on the cross and his resurrection 3 days later (which we remember at Easter). At Christmas we are reminded that He came to be with humanity. Jesus Christ, God come as a man, to come and be with us, his creation, and to save us from our sins!
“For this is how God loved the world: He gave his one and only Son, so that everyone who believes in him will not perish but have eternal life.
John 3:16 What a great God we have!
We at bitshift wish you the best over this Christmas season.
A new (old) master server The circle of "master server" goes full circle! Let me explain.
My first master server was written in GDScript using IRC. This worked but was slow to connect - in the order of 20 seconds.
So I eventually decided to try using the Matrix protocol as my brother found a …

Waiting for Godot

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Let's take a look over what has been happening (or not happening) over the past month(s)...
Context menu
A picture paints a thousand words, so need I say more?
Okay, a few more. Activated with right click, you can now view some options that were previously only available via keyboard shortcuts.

Updated build pipeline A large portion of time has been spent working on the build pipeline. These are the build scripts that basically automate builds, testing, uploading to steam/itch and finally post a message to our matrix channel (#bitshift:matrix.org) when a new build has been uploaded. So those who are already in this room will have seen some of these messages flying around.
Part of this script has been automating the build version number which at the moment looks something like this:
0.1.1501.af64ef3 this version number is made up of 4 parts:
{major version}.{minor version}.{patch}.{git hash} you as the user are likely only interested in the first 3 numbers, where 0 indicates early …