We have decided to rename our company from Black Carbon to Bit-Shift! We have also scored a new domain bit-shift.io and website. This should be up and running in a few weeks as we fit around study and work.
Today we have some exciting news! We are open-sourcing Trains & Things, as well as all our other projects. As many of you may have noticed, development of Trains & Things has crawled to a halt. A few things have contributed to this. Firstly, me and my brother (that is the whole bitshift team infact) have both recently got married so our free time to work on hobbies has been reduced significantly. Then we have been stuck waiting for Godot 4.0 (in particular GDScript 2.0) to become stable enough to use. As a result, we have decided to open up all our repositories to the public so that they might be able to finish what we likely cannot. Although we will possibly tinker on our projects from time to time we simply do not have the time we once had. The easiest way to find the repositories is to head to our website: http://bitshift.rf.gd/ Down in the footer you will see a link to GitHub and GitLab which will take you to view all the bitshift repositories. Our bigger repos are stored...
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...
Our last blog post was over a month ago, how time flies! As our regular followers will likely know, bitshift is a 2 man studio, me (Fabian) and my brother (Bronson). We have both been super busy recently and have had little time to work on Trains & Things lately. Some of this busyness comes from the Corona virus and looking after family. Some from work and some from other life things going down. On the programming front, 0.4 is about ready. The company panel overhaul is complete! But what exactly does that mean you ask? It means we have reworked the whole of the company panel to be sweet. The major part of this is breaking it down into tabs and the finances tab involved breaking down the game internally storing revenues and expenses for each quarter instead of just showing you a block of revenues and expenses since the company had begun. This means you can tell each quarter very quickly if you are improving or not. New company panel W.I.P Also here we have removed the op...