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Showing posts from January, 2020

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 the

Early Access Trailer

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Marketing As 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 e

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 m