Tutorial map & Master server
Every game needs some sort of instructions on how to play. In Dog Fight we just had some images explaining the gist of the game. But Trains & Things is a more complex game. I also wanted to provide some form of basic scenario/campaign system so those that are keen could make single player event driven maps.
My initial attempt at a tutorial was all hand coded into a single script file, but I eventually cleaned it up and have broken it down into a nicer event system which can allow for a script to "listened to". It is still quite basic but provides a simple framework for setting up a campaign. Knowing how to program in GDScript is required however.
Today I managed to sit down and leave my coder hat for my bro and I stole his artist hat and put together a tutorial level. With a brief introduction to blender, by my bro, I was away and modeling cliffs as you can see in the picture below.
Vehicle Edit & Clone Support
We are having a LAN with mates soon and want to test out T&T with more than 2 players. On that note, we have been sprinting towards ironing out the final big pain points.
What would that be you ask?
I'm glad you asked... seeing as I planted the idea that you in fact did want to ask in the first place! If not, tough! But you already know as the title has given it away: Bug free (I hope!) support for editing a vehicle's route as well as the ability to clone a vehicle.
The vehicle panel (left side of the screen) has some snazzy looking tool buttons that provides access to: (1) locate and follow the vehicle, (2) edit the vehicle, (3) clone the vehicle, (4) delete the vehicle.
Clicking edit or clone will bring up the dialog you see on the right which shows where the train will stop and what will be unloaded and loaded at each stop. This is now editable once the vehicle has been setup, which should allow for some good micro to optimize profit!
We have been continuing our "pain point iteration," that is, playing the game, finding pain points - things that are painful to endure when playing, fixing them and repeating the process. Again we sat down as a team on the weekend and had a multiplayer game of T&T. Once the game was over we discussed what is the biggest thing that needs to be improved?
Surprisingly we came away feeling that the game was really fun and well balanced. It caused us to have to think about where and when we built, to watch the wallet and to ensure we were encountering profit before we proceeded to attempt to expand.
The biggest pain point was that the only way to expand was to expand to other cities and develop resources all over the map (lets call this "horizontal" gameplay). The cost of horizontal expansion is significant which leads to a mid game economic slump. The early game we have the bank to give us enough of a loan to get up our first resource chain to de…