Build a logistics company from the ground up using trains, planes and automobiles in this real time multiplayer focused economic strategy game.
FeaturingMultiplayer via internet and LANReal time economic strategyManage a logistics companyBuild railways, airports and roadsTransport numerous goods to meet supply and demandCustom map and mod support
Head on over to the Trains & Things website to see some full sized screenshots.
Connect with the community@bitshift we have been working hard on developing Trains & Things.
We are wanting to open up our development to you, the public, so
that you can stay in the loop and contribute. We want to form a
community around our game, we want you to take what we make and modify
it, add to it, have input in to it.
So, follow us on Twitter or Facebook where we are currently posting monthly blogs. Or join us on our matrix channel #bitshift:matrix.org.
Towards the end of this year we are looking…
Whats going down in code land?
Lately, I have been working on mod support. I wanted to get this done early in the piece, so that modders can start working their craft.
Also I want to get feedback from modders to help improve my code API for them, and so would rather do this sooner rather than later.
For example, in writing the "Example Mod," which will ship with the game I wanted to replace the train with a customized version. To do this without any modifications to my code would take 5-10 lines of code. This was overly verbose, and as a result I modified my game code so that I could do it in 1 line of code.
The tricky bit with modding at the moment is that of breaking backwards compatibility as I continue to work on code. This is the bane of modders - when a developer goes and radically alters their code breaking mods. Unfortunately there is nothing I can do here except provide good communication over what has changed and why.
Welcome to August... in case you haven't realised it is now August!
This last month we have been working on a social media frenzy! This means setting them up to actually look nice! I've also spent some time trying to get the word out about our game, but definitely have more work to do here!
We have taken a step back from development to plan and think about some of our ideas and trying to flesh things out more.
For example: should train tracks be allowed to cross over each other? Do we let the trains stop for each other, or do we do a collision system where you can allow tracks to cross but it will risk trains colliding, unless you do it properly and build a bridge.
How should the actual bridge laying mechanics work? How do we automatically handle them raising over obstacles (other tracks) vs just going from the start point to the end point.
Another example: the research and development system. We want to do this but how should it be implemented? A standard tech tree we don…