"Weekly" Devblog #4 - A LOT DONE
Sorry
First of all, sorry for my consistency... I was planning on making a video for these few weeks' devblogues, but I ended up forgetting and had lots going on... Long story short... Here I am, on New Years Day... Cramming a Devblogue. The upside of almost a month without a devblogue is that yall get to see how much the game has developed since its last update! Anyways, I'm going to cut to the chase now.
Non-Game Stuff:
New Logo For Game
I am really unsure about what logos to use and I change between new designs every so often... But I think this one will outlast the others:
Updates to GH Repo
From now on. I will have to make the GH Repo private for the sake of LFS. LFS is a way for Github to store large files (such as binary stuff or videos/audio). It is too expensive to run for a public repository. If someone decides to pull the repository it will use up 50ish MB of my monthly bandwidth, and I only have 2GB per month as I am poor and don't wanna constantly buy more storage and having the possibility of burning through it overnight.
I apologize for the inconvenience of not being able to see the GH repo's project page.
Game Stuff:
DRAGGING TRAINSSSS: (FINALLY)
So far, you've only seen trains running on their designated track without any user interaction, but I am pleased to say... I FIGURED IT OUT. This was the peak of my accomplishments in making this game. I thought this would be the biggest roadblock but after some reasoning and some more thinking, I was able to get past it by implementing a raycast where the mouse is in-game. However, that later turned out to be very buggy. Since the camera was slanted at a 45* angle, if you pull the train to the top of the screen, it would accelerate to -10,000 ue units. whereas if you pull it to the bottom, it will be capped at 100 UE units. I was going to just set the camera rotation to 90* as a birds-eye view like in the original, to fix it. (As I am a lazy human) But I was able to come up with a solution using the position of the mouse on the 2d ui screen to provide acceleration.
This is a mouthful. Therefore I have included a video below to explain visually in the next section.
Trains Go Boom Boom:
Trains also explode when they touch each other (or touch another TRAIN (hint hint, scuffedtrakTM guy)). Really lives up to the purpose of the game's thumbnail.
Game Demo (Ran at "potato" gfx settings)
Level 2:
ScuffedTrak Design:
Behold... The Crusher of Subways!!! At Penn station, you can find this bad boy obliterating subways.
Whoops... That's just an image.
Much better, don't you agree? :sarcastic-smile:... I mean there's a reason it is called ScuffedTrak... Right?
New Game Mechanics:
MootroCards vs SingleRides vs RareMootroCards:
When you hover your cursor over any level in the level selection map, assuming you have unlocked that level... There are three slots.
The first one is SingleRide.,
The second is a regular MootroCard,
The third is a rare MootroCard.
What is the difference? It is how well you complete the level. Think about Angry Birds (I know I am a boomer), when you complete a level, there are three stars you can obtain. This is kind of like that, but also a little different. Let me show you what I mean.
The requirements of getting each:
SingleRide:
- Complete Level
MootroCard:
- Complete Level WITH NO CRASHES OR MISDIRECTED TRAINS
Rare MootroCard:
- Complete FULL LEVEL WITH NO CRASHES OR MISDIRECTED TRAINS
What do I mean by FULL LEVEL? Let me introduce you to OVERTIME.
Overtime:
Overtime is for the Over-achievers. (See what I did there, hahaha indeed). It not only requires you to complete the base level flawlessly(get 5/5 required trains), but it requires you to complete the rest of the trains remaining in the level too! This will reward you with none other than the Rare MootroCard. Aka the true symbol of a tryhard.
But if you don't have time or aren't skilled enough. I feel you... Anyways, you should take this honorary Rare MetroCard for being awesome and reading this post!
Graphics Settings:
Low Quality:
- no particles
- no reflections on trains
High quality:
- particles
- reflections on trains
And also there's VSYNC lmao. Idk if it works tho. Have to test more.
Demo:
Oh... And One More Thing:
(Subway Chaos: Open Alpha may launch soon at somepoint 0_0 )
Get Subway Chaos
Subway Chaos
Control subways and redirect them to their corresponding rails without crashing them.
Status | Released |
Authors | Cowland Game Studios, BotMoooo, ElektriumBonh |
Genre | Simulation, Strategy |
Tags | 3D, Casual, Explosions, Physics, Singleplayer, subway, Top-Down, Trains, Unreal Engine |
Languages | English |
More posts
- [FIXED] Windows download bugMay 09, 2021
- Devlog #11 - RELEASEMay 09, 2021
- Devlog #10 Fate of Subway ChaosMay 07, 2021
- Devlog #9 - Almost... There...Mar 17, 2021
- Devlog #8 - Progress CheckFeb 27, 2021
- Devlog #7 - Roadmap To 1.0! & IOS Release?!Feb 04, 2021
- Devlog #6 - Rejected by the MTAJan 23, 2021
- Devblog #5 - New Shop & PowerupsJan 15, 2021
- Daily (now weekly) Devlog #3 - Track Acceptance And Change To ScheduleDec 04, 2020
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