Showing posts from May, 2018

A reason to play multiplayer

A reason to play multiplayer Coop is great! You can play at what ever pace you like and the game ends when you achieve a certain company value, although you can continue if you want. Now for versus multiplayer this doesn't cut the mustard! We need something compelling to drive the player forwards. So we have finally done this! As with every good railroad game, you can now invest in the shares of your competitors, and eventually to buy them out - if you can do that before they buy you out. The challenge is making this some what self balancing to a degree. How do you restrict those players who are the bee's knees from stomping the newbs? Especially a problem if your a newb and your friend wants to have a game with you just to stomp you in 5 minutes flat *cough* Railroads *cough*. We have some ideas we are experimenting with here, no doubt these are not final and we will not tell you what these are. If anyone has some good ideas feel free to let us know. Fortunately, being

Tutorial map & Master server

Tutorial map & Master server Tutorial map 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. Tutorial Level