Activity

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!

Hours: 38.08
Cookies: 🍪 881
Multiplier: 23.15 cookies/hr

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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