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Raivo

Shipped this project!

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Shipped!
I have finally made a somewhat playable version! This is a project I have been working on since 2024, but only seriously picked it up when I learned about flavortown. Flavortown was a big motivator for me.
The most challenging was the procedural generation I made for the game that I am also the most proud of! There are many features I liked working on. I also learned a few new things about Unity and C#. In the end I really love how the first version of the game came out! I developed the game with a 12 year old pc lol. Unity kept crashing and when I build the game I cant play it because my gpu dose not support volumetric materials. Oh well! But I got there in the end anyway! Cant wait for how it might look in the future. Thank you flavortown!

Raivo

Seventeenth devlog of the game! This is the final devlog before release so this touches on every corner of the game! I was also really motivated because i decided to actually try and make a somewhat playable version of the game!
Here is a list of changes (It is a lot):
-Added a medkit
-Added step detection to enemies
-Improved navigation mesh generation
-Set prices to items
-Improved structure spawning
-Made the train track bridge wider
-Fixed a bug with spline generation
-Track far behind the player now gets destroyed
-Added a Fps counter
-Fixed nav gen errors
-Added drowning! + some water splashy sounds
-Set stamina to 100
-Improved item spawning
-improved locomotive collision mesh
-Added more settings options
-Fixed shop probability not working
-Added a red screen flash when hit
-Added footstep sound effects to enemies. so they dont sneak up on ya!
-Improved player movement
-A lot of other small fixes that arose during testing

Since its basically impossible to show every change i decided to record a full playthrough so maybe all of the changes could be showcased. I ended up going really far so I decided to end it after over and hour lol. Plus i added some showcase screenshots from the playthrough.
Here is the link: https://www.youtube.com/watch?v=yDcuscI8zDo

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Raivo

Sixteenth devlog of the game! I continued to work on the terrain generation from the previous devlog.
List of the main changes:
-Added station generation
-Each hauling job now has a different path the track will take. Prioritizing longer paths for higher paying jobs.
-Added the ability for structures to modify ground
-Added some checks to structure generation related to terrain
-Added navigation mesh generation. (When i first implemented it, the generation was very laggy and i thought i would have to generate the whole navmesh before hand which would be quite bad, but through my experimentation i got it to work at run time with only a small impact on performance.)

This should not have taken so long but i ran into a lot of annoying bugs lol. My slow testing process and changing just one line each time did not help the cause.

Here is a video showcasing the changes plus some screenshots i took whilst trying to prevent the shown thing from happening.

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Raivo

Fifteenth devlog of the game! Very technical this time - I worked on terrain generation! Similar to how one would see in minecraft, but with no caves D: ! No more flat planes!
The terrain generates at run-time in chunks so only the needed terrain is calculated and rendered. To make the whole process performant the calculations of terrain height and mesh generation runs on multiple threads! The generation also supports a random seed so every run is different.
With that in mind, a refactoring of how track is generated was also needed. Before, the track was what lead to where the next station would spawn, but now a station spawn point is picked before hand and with A* path finding a path that the track will take is searched for. The path finding takes into account height changes, track turning angle, distance and more to hopefully generate valid looking track that dose not go over mountains or cut a straight path to the station. When a path is picked the code modifies the generated terrain to be at the same height as the track as well as for ponds the code creates a bridge to not leave any sections floating.
I also added a loading screen to inform the player about the generation.
And worked on a terrain modifier that structures will use.
Now It is still not finished but i decided to make a devlog showcasing the current progress since i have already worked on it for almost 19h hours lol. Next on the list is to modify structure generation to work with the new terrain.
Here are two videos showcasing the terrain and track generation as well as some screenshots i took when working on this.
SORRY for the laggy video! It is not obs - my 12 year old pc cant handle a game view and scene view both at the same time…

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Raivo

Fourteenth devlog of the game! This time i focused back on hauling jobs. I wanted to make some new models and experiment with icon rendering for railcars which in the end worked out! Here is what i added:
-New railcar: 2Axle hopper car
-New railcar: 2Axle tank car
-New cargo for the flatcar: Steam donkey
-Added icon rendering for railcars. (Used in hauling job receipt and when choosing a new hauling job)
-Added couplers to railcars
Here is a video showcasing the changes and screenshots of the new models in blender!

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Raivo

Thirteenth devlog of the game! Very simple and short this time. I implemented a game over screen with a monitor arm as a UI element that showcases various statistics about the run! I coded it so i can easily add any statistic in the future. I also coded some stuff alongside that but imo aren’t showcase worthy.
Here is the video showcasing the game over UI!

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Raivo

Twelfth devlog of the game! Again one of my favorite devlogs! This time only two things: AutoStop upgrade and a Sentry! Guess which one I am exited about lol.
But first the AutoStop Upgrade - an upgrade that enables the train to stop automatically at important locations (refill stations / structures). It comes in two levels: lvl1 has two modes: dont stop and stop at refill stations. lvl2 has three: dont stop, stop at refill and stop at all (refill and structures).
Now for the exiting bit. The SENTRY! Here is the catch: The sentry dose not function like it dose in other games! This sentry originally dose not come with a gun. You supply it with your own gun and ammo! You can place any gun on the sentry (currently only 2: shotgun, grenade launcher) and it will use it appropriately. For the shotgun its simple - just point the god dam thing! Though, the grenade launcher has the dam gravity on its side and aiming isn’t as simple. The sentry will automatically adjust and will try to predict the grenade’s trajectory! (Thanks Wikipedia for the formula. This took a while to figure out).
For the ammo bit you just fill the sentry’s magazine with your own ammo by pressing a button! The sentry is equipped with fancy light emitting diodes that show how much ammo is left in the magazine.
The sentry also is not invincible! Enemies way attack it and turn it into a pile of scrap! So do not leave the thing unattended…
Thanks for reading and here is a video showcasing the two new things! (For the auto stop the video only showcases the new model and the selection lever since the actual auto stopping train has been shown in past devlogs)

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Comments

tunnor
tunnor 22 days ago

Impressive! I love the toon shader or whatever you are using to achieve the visual style! Keep cooking…

Raivo
Raivo 21 days ago

Thank you! :D

Raivo

Eleventh devlog of the game! Not a lot this time since its a lot of code changes and not a lot of content, but here is the list of changes:
-Optimized foliage spawning. (The code now reuses foliage props that are behind the player to mitigate creating each prop from fresh)
-Added a new foliage model
-Improved structure generation code
-Added a new structure
-Added a ground texture
-Other tiny stuff

Here are two videos showcasing mainly the new structure! First up close and the second from the scene view!

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Raivo

Tenth devlog of the game! This time only new stuff that dont add that much to gameplay but are necessary for the game / improve visuals. Here are the changes in a list:
-Added foliage spawning
-Added a main menu
-Added a pause menu
-Added very easy to setup settings. (I coded the system to be very modular so all i need to do, for example, to add a full screen check-mark button is basically just three lines of code!)
-Added sway to railcars when going along curves! (Best showcased in the main menu)
-Added chuffs to the locomotive!

Here is a video showcasing all of the changes and a screenshot showcasing the settings system in code!

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Raivo

Ninth devlog of the game! Missed my mark of ~15h by getting carried away a bit too much and that unity keeps crashing on me. Oh well. Here is a list of changes:
-Improved upon structure gen code
-Added prop spawning code
-Added item spawning code
-Experimented with a new structure that uses all of the things mentioned above. (Required new models)
-Added a sell station at the train station
-Added a unlock station at the train station
-Improved upon enemy spawning code. (Enemies now spawn in waves)

Here are 2 videos showcasing the changes! First video showcases all of the changes and the second showcases the new structure generation in detail.

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Raivo

Eighth devlog of the game! This is one of my favorite devlogs. Why? Well I added a new weapon and modeled the first enemy for the game! The weapon being a grenade launcher that shoots grenades that can damage multiple enemies at once in a radius. And the enemy being a human-like creature that was enveloped by the swamp.
Those are not all of the changes but these two were the most fun to work on.
List of all of the the changes:
-Added a new weapon (The grenade launcher)
-Modeled and animated the first enemy for the game
-Added functional ladders
-Added a train derailing due to item on track mechanic
-Added physics to items! (I added it because the new mechanic needed the ability to push items off the track and so the grenade launcher can have a larger impact on the world)
-Other minor stuff (Might be showcased next devlog)

Here is a video and some images(+ a goofy gif with a mixamo animation on the new model) showcasing the new additions!

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Raivo

Seventh devlog of the game! This one is quite a doozy! Quite a lot of additions. Ill list them in this list:
-Added station generation! The station layout is unique each time !(Showcased better in the 2nd video) (A lot of time went into the script that generated the different connection wires in the station)
-Added structure generation between stations.
-Added a bucket the player can refuel the train’s water with.
-Added a button for hot swapping tools.
-Added a button for checking the player’s money.
-Train now automatically stops after the player is a set distance away.
-Limited the players distance from the train.

Here are the two videos showcasing the changes! One is pretty long, showcasing all of the changes and the other is showcasing the random station gen in editor!

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Raivo

Sixth devlog of the game! This one is all over the place! I’ll order the changes in a list:
-Added the ability for enemies to damage the train
-Added derailing (For now only triggers when a railcar’s health reaches zero. After rerailing, the railcar is in a broken-down state, slowing down the train)
-Added the ability to refuel the fuel (wood)
-Added train upgrades (The showcased ones are just tests)
-Overhauled the structure generation code (Will be noticeable/showcased (probably) next devlog!)

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Raivo

Fifth devlog of the game! I improved upon the hauling job interface i showed last devlog with it actually editing the train’s consist. That required new flatcar model + cargo model. Plus some temp railcar icons representing the different railcars.
Another new thing i added is the shop! I really love how this thing turned out. It required the new shop stand model where the preview of the item, the name and the price is shown, but the description, stats and stock is shown on the shop’s monitor where you also confirm the order.
The hauling job and shop will both be present in stations.
Here are two videos showcasing the thingamajigs.

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Raivo

Fourth devlog of the game! I made a paper printer attached to a mechanical arm (inspired by Portal 2). I also added a crude hauling job generator. With that i made a preview of the way the player will get payed for the hauling job and also choose the next one when they arrive at a station.
Here is a video showcasing the thingamajig

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Raivo

Third devlog of the game! Some small stuff all over the place. Ill order what i changed in this list:
-Added a caboose.
-Added code for paper rendering. This will be used throughout the game for displaying info to the player.
-Added a mini printer that will show various notifications using the paper renderer.
-Added basic station spawning. This required new models. Very unfinished.
-Other minor stuff.

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Raivo

Second devlog of the game! I think finally i have a good amount of stuff added for a new devblog! Quite a lot of additions so ill order them in a list below:
-Improved enemy AI. They can now form packs and attack in groups.
-Added support for various types of running gear (The wheels of a train)
-Added a water tower for refilling the tender of the steam locomotive.
-Added a water shader.
-Added automatic train stopping for easy alignment.
-Improved player movement a bit. Still not perfect.
-Changed code around how the game handles train tracks.
-Other minor stuff.

Here is a video showcasing some of the stuff added!

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Raivo

First devlog of the game! Since this is a continuation of an old project this is just a showcase of that. Currently i have a working inventory system, interact system, basic enemies and some simple train code,

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Raivo

Shipped this project!

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Shipped! Added a itch.io page.

The project was very fun to work on. It was my first time writing a compute shader in Unity. That means the code runs on the GPU utilizing the powerful parallel processing able to simulate thousands of Agents!

I tested the simulation on a GTX 660 (my pc is 12 years old lol) and it could handle over 250k agents on a 1080p resolution.

Raivo

Fifth devlog of my “slime” simulation game! I added the ability to zoom in to inspect the simulation more closely. I added the ability to pause the simulation and the ability to advance by one frame. Also some more ways of spawning the agents. Also added default save files so you can play around with them or use as a reference when first opening the game.
I spent too long trying to make zooming work. The main issue was making it work on different resolutions. Then i realized i was a dum dum and the computer is always right.

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Raivo

Fourth Devlog of my “slime” simulation game! Very short and simple today. Added the ability to take a screenshot! Its a bit off-color but ill try fixing that later.
Here is a showcase video!

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Raivo

Third devlog of my “slime” simulation project! From the previous devlog i added all of the global params and the ability to add different species (3 max) so you can make different types of slime simulations! I also added a save/load system so you can save cool combinations of params. And a lot of various fixes/additions that are very minimal. Coding UI took most of my time.
Here is a rough showcase video! :D

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Raivo

Second Devlog for my “slime” simulation game! Today i transformed how the simulation renders to the screen so i can resize/reposition the preview (That took way too long lol). With that implemented i added a simple param menu with most of the stuff you’ll be able to edit on release missing.
Plus a fps counter, a agent count and some other small stuff!

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Raivo

First Devlog at almost 10h (sorry lol). i have managed to add the very basis of the slime simulation with tweak able params (Rn tweak able only in Unity’s inspector) and multiple species. Today i added basic deletion and spawning of Agents (in 2,5h).

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