Suggestion suggestion! What if you add some small dialog from the passengers in the corner? Have them react to being thrown forward when you break suddenly, whine or compliment performance, or some random, small dialog during their journey to make them seem a bit more alive!
I love the look of the game so far! I can definitely see the Spirit Tracks inspiration, I can’t wait to see the whole game finished in the future! Side note, I love the look of the engine, rolling stock, & passengers. They look so cute!
potentially making an underground railway could be interesting, there would actually be dangers but could be used to shorten the distance between large distances on the map, could also have additional mole villagers
@monitorlizardkid8253 rather then upgrading, turning them into a sidegrade with bigger locos not being able to deal with sharper turns, this would force the player to choose between what loco is best for the job and if loco operation costs, those could also play into it
I love the progress, this looks very fun! A few things that may add to the games fun and gameplay (but you might already have in the works): Animals on the line that needs scaring off with the whistle, with harmless consequence if you fail of course. Perhaps a randomiser that determines how much the player needs to whistle before the animal moves off the track, a "stubbornness" mechanic if you will. A mail car that carries mail, allowing the player to make additional money on mail contracts between stations - but with the requirement of getting to the stations in record time, increasing the risk of accidents or passenger discomfort. Water and fuel consumption going up with train length/weight is a mechanic that could offer the player a choice between getting to the station on time by running fast, or conserving water by running slow. Profit vs fuel cost, which may instead eat into profit by needing filling up more often. I like mechanics that offer benefits at the cost of tradeoffs so the player has to choose wisely instead of simply hoarding upgrades. e.g.: the fireman upgrade will make the train go faster and accelerate quicker, but uses more fuel.
Perhaps as well a ‘slippage’ mechanic? For in the winter sections… making it more difficult for a longer train to start… (or to start a train in general…) until a certain speed is reached until an upgrade for a sander is achieved)
@@sockshandle I think that may be too much and require realistic throttle dynamics? The speed handle is only to set speed modes and direction, not locomotive power output. Note that what's behind the locomotive have literally no effect on performance, that's assumed to be handled automatically by the crew in-universe, like in Tycoon games. Or do you mean a fixed slip animation when starting a train if setting speed to full from a stop? That seems more viable.
@@sockshandle maybe in a winter section there is snow on the tracks that slows the train, so in normal speed the train is crawling stupidly slow and in top speed the train is moving at normal speed; to solve this debuff, the player could buy a snow plow wagon that the locomotive pushes in front of it (was an actual thing in real life, Railroads Online has a good example of one, not the rotary the small one) and it can reuse the wheels from the tender and collision box. And if a snow section has an enviromental debuff, then a desert region could simply consume more water, and be negated by buying a 2 wagon tender, the normal tender stays as is, but text says its only carrying coal now, and a water tank tender gets added behind the regular tender (this upgrade will double water and coal capacity on other regions).
If you do any effects for the brakes, such as sparks, I'd recommend that you make sparks come from the brake shoes of the locomotive, but not the wheels, unless they completely lock up.
I had to track down what this game reminds me of cause it was driving me CRAZY! The way the engine and cars move reminds me of that old short film called Locomotion (1989), where the engine is sentient and jumps over that hole in the bridge so he isn't late and doesn't get scrapped! (Kinda morbid if you think about ngl) Anyways yes I'm in love with this game so far! The vision is very stylized and adorable. I can't wait to see more of this in the future!
That short is absolutely an inspiration for the animation style, so glad you could pick it out! Join our discord for more updates if you haven't already, we'd love to have you!
Every time I think I need to learn how to make a game to make a Spirit Tracks successor someone beats me to it. I am so looking forward to this wishing today.
I have only just discovered this project and I am floored with not just the progress but the effort and quality the team put into this cozy train game. I am looking forward to seeing more updates. Regarding feedback (as I’m not in the discord) I suggest a few different freight cars for specific/unique loads. Tankers for liquid, hoppers for stone/coal, flatbeds for lumber, post-vans for mail. That and maybe short industrial lines for shunting work. In any case your team has done a great job and should be proud of their work.
This game looks great. Say, I'm not sure if this counts but I have a few ideas that could work for it. For example, what if there were diffrent weather patterns that could effect your travel like For example fog will make you have to travel slow to not wreck. Rain or thunderstorms could cause reduced visibility and make rails slippery due to them being we resulting you having to use sand to get up steep hills. Snow will slow you down and can make rails slippery. How about adding a box car or flat bed wagon to the game. A box car to handle certain special cargo like stuff that can't get wet like exotic silk for example or meat or grain or what have you. A flat bed for wood or bricks. Also how about diffrent locomotive types you can drive like 4-4-0s or 4-6-0s for example or like you can use these other engines if your train breaks down and you have to use other engines until it's repaired. What do you think?
Some reccomendations: instead of a camera shake when the brakes are applied, sparks from the wheels would make much more sense, if not both effects. Also in regards to the caboose model it would probably be a good idea to replace the remains of the clestory on the roof (reused from the passenger cars) with a roofwalk instead (and if wanted change the roof style to be angular like on the locomotive.) Also would help to change the windows on the top coupola to be regular (no halfway opened effect with the line) and lettering text below the main windows instead of along the top. (maybe also a number to give cabooses more identity) I also cant help but notice the fact the passenger cars (and caboose since textures are reused) dont actually have doors to get in... if implemented They should be on the ends, so would replace the windows. (a window would be on the door anyways)
6:33 Instead of making skins a part of the shop, you could make them rewards for achievements instead. That way, you can focus the money on upgrading your train and feel motivated to complete tasks.
The driving style here is definitely spirit tracks inspired, even down to throwing the train in reverse from full throttle causing passenger complaints
You should add a difficulty setting to the freight jobs! The freight can diifer in difficulty with cargo durability, there could be three types: fragile, sturdy, tough. Tough cargo is the easiest kind of cargo to carry, but you gain little money from it, fragile cargo would be the hardest where you have to be very careful with speeding down the line lest you break the cargo and lose value. And maybe you could assemble your train as well in shunting yards!
I'm really loving what y'all have made so far, it looks really good! I'm trying to decide the kind of things that I would want in the game - my main thing, is that I want the train mechanics to feel like a real evolution of Spirit Tracks. I'm not sure how much realism would feel right to implement in the game, but I think some here and there would help the game feel more in depth than spirit tracks. While more realistic train sims have you keep track of water, perhaps in this game you just have a little animation that plays at the start of the day where you fill up at a water tower. In terms of gameplay, I'm trying to think of what interesting challenges there might be to face. In a more realistic train game, swapping out cars, shunting, all that would be done, but I'm not sure if that would work in y'all's game well. Perhaps needing to navigate around other trains using the track? Random events at times to break things up would be neat. My other big thing, is that I'd want to see some overarching goal - maybe the crux of a little story in the game is that you are tasked to restore a nearly abandoned railroad to its former glory - that all the money your making is helping repair new tracks, which let's you get to more lucrative contracts and passengers. I just want a real sense of the daily loop is going towards something. Overall, the game looks great, keep at it!
Y'all should add a boxcar for the cheese & fruits and dynamite, while having 2 new loads for the gondola. Lumber, & crates for example. Also what about having orher xar types outside of that? A baggage car could maybe bring in more money from passengers going longer distances, the afor mentioned boxcar, a flatcar & a tankcar for idk...water? And maybe have a couple of static freight cars at industries to add life that way too.
I just had an idea! if you use a bell chime noise, you can intergrate level crossing noises into your music; i've done this in a previous composition and it sounds EPIC
While I do understand that you see the engine as being the "main character" of this game, I was honestly really hoping we would see some other engine designs other than just recolors, like a 4-4-0, or an 0-4-0 like in the original Zelda Spirit Tracks. Other than that it all looks spectacular! I just hope you'll reconsider adding more engine designs
I have tried to get designs with more drivers to work, believe me. I just couldn't get it to feel like it was the same art style at that point. My perception of this world is that although the train is a 4-2-0 in the literal sense, it's more a caricature of a locomotive than something meant to be taken at face value. We have skins that represent locos of a variety of wheel arrangements, and they all read like caricatures of those engines still. -Nathaniel
@@CosmoporiumGames I get what you’re saying, but I also feel like you’re unnecessarily locking yourself out of a feature I think most everyone was hoping for. The skins are a good start yes, but stylistically I feel like it’s more than possible, you just need to consider the limitations of the style and what it is you’re actually looking for. The driving wheels don’t all need to be so large, you could have an engine with six wheels all the size of the small front wheels, or even shift the current arrangement for a 2-2-2, or create an entirety new design with the large driver at the front similar to the wooden engine from Spirit Tracks, which mind you was able to have some really crazy variants of its engines while all still feeling quite coherent to the game’s art style. I’d be more than happy to draw up some examples, because I really do love the concept of this game, and I’d love to see it have room for more variety in it’s rolling stock, something which a lot of railroad fans consider to be one of the biggest appeals of trains themselves.
@@CosmoporiumGames 4-4-0s really were the only loco type in the early U.S. anyways, others are exceptions/less numerous. The 4-4-0 was certainly used for freight AND passenger, and some smaller railroads only had 4-4-0s But my thought if different wheel configs were done was to just do a 2-4-0 as a "heavy freight" alternative which would probably fit in, biggest challenge being driving the second wheel with another rod. (you could just omit the rod since the wheel behind would be "driven" with the rod basically covering the fact the other driver isnt connected) I view the 4-2-0 as the equivalent of a common 4-4-0 and the 2-4-0 would be a higher level possibly freight centric engine with more car capacity (equivalent of a 2-6-0/4-6-0/4-8-0/ect) with slower speeds, rougher riding, so passengers would be dissatisfied. But like I said overall not needed unless something special was wanted for late game
A two cents, if you really want to make your ticket system really user friendly, try some sort of texture (dots, lines, shapes), and not just colour, this will help your colourblind players. I would always encourage devs to do this on-top of explicit text because if you would expect a non-colourblind player to use a colour based feature it should probably have a colourblind friendly options
Here's an idea A hidden object style "mini game" So for short its like mini quests, that are a sort of hidden object esque, For example "I forgot my luggage at Station X! Could you get it for me?" Then at Station X! you have to click/tap on the luggage....if you can find it....or perhaps "I need an idea for a post card for back home, can you find like say a cow, or windmill, or something along the track that you have to click on, or maybe perhaps a whole camera tool thing, with "side" "quests."
You know what about adding whistle codes Like, let's say leaving a station two long blasts I think would be a nice touch and the railfan community will totally go crazy for it
I'm curious: is your intent for the whistle to serve a mechanical purpose in the game, or be purely aesthetic? I notice in your test level you specifically highlighted an area to blow the whistle in, it could be used to make pedestrians get off the tracks. Another thought you might want to consider for an upgrade to the train would be a plow, you could then either add obstacles or track conditions like snow, ice, sand, etc. that either block or otherwise impede the train from certain areas unless they have a plow.
I see that you gave three of the paint jobs for the locomotive the appearance of the Jupiter, the 119, and the General. However, there is one problem: those three locomotives are 4-4-0s, not 4-2-0s.
I think the point was to make appearances that paid homage to those historic locomotives. Not make exact replicas. Think of them as 'chibi' versions of the locomotives. And they look darn cute as 4-2-0s. Or at least, that was what I took away from the group's intentions. The devteam did say from day one they wanted to pay homage to classic trains.
my only suggestion is moving the first class car to just behind the tender. The closer something is to the locomotive the smoother the ride is. Naturally you'd want the first class passengers to have the most comfortable ride possible. Its the same case when animals were moved by trains. Stock cars were at the very front of the train as to provide the smoothest ride possible.
Operationally, you put the sleepers/first class/business at the tail because it's far away from the smoke and noise of the locomotive. If the engineer is doing correct train control, the ride will be the same regardless of where in the train you are. And you NEVER put the stock cars by the locomotive if you can help it. Some animals like sheep will be okay. But imagine a car full of bulls going wild whenever the whistle blows. They can actually go nuts and gore each other! Lol
I don’t know if it’s what you invisioned , but a modular train similar to bounty train instead of one that has a certain way it looks when it’s upgraded could be cool. The player could choose to focus on a certain type of car, or balance them all as the engine can only pull a certain amount
Im a huge fan of the project! You are all so talented! I am worried the dot on the "i" of your logo looks a lot like disney and mickey, I would cry if disney sent you some trouble about it, keep being incredible you guys!!
6:30 On the topic of shopping for train upgrades, I think a good item to add would be an additional locomotive. It wouldn't have to be anything too fancy, but one with an extra set of driving wheels, say a 2-4-0, could be a little bit stronger than the default engine and haul longer trains to make more money.
We have tried seeing how an engine looks with a second set of drivers, and generally feel it doesn't seem like the same art style anymore. The player engine's likely always going to have the one driver, just stylized differently based on the skin. Thanks for the suggestion though!
3:14 reverser is NOT the the same as the throttle. A steam locomotive has a reverser and a throttle. The reverser controls direction and speed, the throttle is power
Even though it was based on a reverser I would argue it works for both since locos with the throttle mounted atop the boiler would have a setup looking pretty much the same from the top. this works a lot better visually sticking out the side of the screen too.
please make a locomotive with a propper wheelbase i love the main loco but please make it a propper 4-4-0 it just makes me angry when i see the odd 4-2-0s people make
Perhaps you could add in an arrogant rival train in the style of a 4-6-4 hudson or some other big american engine that steals jobs or sabotages the railway
While I can understand your still quite early in development, it does feel a little odd with there being no other actual locomotives. Seeing how much you put into making unique NPC models was nice, but feels contradictory to what you call "the main character" not being given anything beyond some recolours.
If you have any ideas you'd like to share or just see more regular updates, feel free to join our Discord server, link in the description!
Add engine depots, please.
Suggestion suggestion!
What if you add some small dialog from the passengers in the corner? Have them react to being thrown forward when you break suddenly, whine or compliment performance, or some random, small dialog during their journey to make them seem a bit more alive!
I love the look of the game so far! I can definitely see the Spirit Tracks inspiration, I can’t wait to see the whole game finished in the future!
Side note, I love the look of the engine, rolling stock, & passengers. They look so cute!
potentially making an underground railway could be interesting, there would actually be dangers but could be used to shorten the distance between large distances on the map, could also have additional mole villagers
The mole idea is brilliant, i also think upgrading the locomotive might be a good idea, from a 4-2-0 to a 4-4-0 to a 2-6-0, and possibly beyond.
@monitorlizardkid8253 rather then upgrading, turning them into a sidegrade with bigger locos not being able to deal with sharper turns, this would force the player to choose between what loco is best for the job and if loco operation costs, those could also play into it
@@najlitarvan921 Not a bad idea!
I love the progress, this looks very fun! A few things that may add to the games fun and gameplay (but you might already have in the works): Animals on the line that needs scaring off with the whistle, with harmless consequence if you fail of course. Perhaps a randomiser that determines how much the player needs to whistle before the animal moves off the track, a "stubbornness" mechanic if you will.
A mail car that carries mail, allowing the player to make additional money on mail contracts between stations - but with the requirement of getting to the stations in record time, increasing the risk of accidents or passenger discomfort.
Water and fuel consumption going up with train length/weight is a mechanic that could offer the player a choice between getting to the station on time by running fast, or conserving water by running slow. Profit vs fuel cost, which may instead eat into profit by needing filling up more often.
I like mechanics that offer benefits at the cost of tradeoffs so the player has to choose wisely instead of simply hoarding upgrades. e.g.: the fireman upgrade will make the train go faster and accelerate quicker, but uses more fuel.
👀
Perhaps as well a ‘slippage’ mechanic? For in the winter sections… making it more difficult for a longer train to start… (or to start a train in general…) until a certain speed is reached until an upgrade for a sander is achieved)
@@sockshandle I think that may be too much and require realistic throttle dynamics? The speed handle is only to set speed modes and direction, not locomotive power output. Note that what's behind the locomotive have literally no effect on performance, that's assumed to be handled automatically by the crew in-universe, like in Tycoon games.
Or do you mean a fixed slip animation when starting a train if setting speed to full from a stop? That seems more viable.
@@sockshandle maybe in a winter section there is snow on the tracks that slows the train, so in normal speed the train is crawling stupidly slow and in top speed the train is moving at normal speed; to solve this debuff, the player could buy a snow plow wagon that the locomotive pushes in front of it (was an actual thing in real life, Railroads Online has a good example of one, not the rotary the small one) and it can reuse the wheels from the tender and collision box.
And if a snow section has an enviromental debuff, then a desert region could simply consume more water, and be negated by buying a 2 wagon tender, the normal tender stays as is, but text says its only carrying coal now, and a water tank tender gets added behind the regular tender (this upgrade will double water and coal capacity on other regions).
If you do any effects for the brakes, such as sparks, I'd recommend that you make sparks come from the brake shoes of the locomotive, but not the wheels, unless they completely lock up.
ive never wishlisted a game so fast after seeing JUST THE COVER
I had to track down what this game reminds me of cause it was driving me CRAZY! The way the engine and cars move reminds me of that old short film called Locomotion (1989), where the engine is sentient and jumps over that hole in the bridge so he isn't late and doesn't get scrapped! (Kinda morbid if you think about ngl)
Anyways yes I'm in love with this game so far! The vision is very stylized and adorable. I can't wait to see more of this in the future!
That short is absolutely an inspiration for the animation style, so glad you could pick it out! Join our discord for more updates if you haven't already, we'd love to have you!
I LOVE trains and I will ABSOLUTELY buy this game ASAP
Every time I think I need to learn how to make a game to make a Spirit Tracks successor someone beats me to it. I am so looking forward to this wishing today.
I have only just discovered this project and I am floored with not just the progress but the effort and quality the team put into this cozy train game. I am looking forward to seeing more updates.
Regarding feedback (as I’m not in the discord) I suggest a few different freight cars for specific/unique loads. Tankers for liquid, hoppers for stone/coal, flatbeds for lumber, post-vans for mail. That and maybe short industrial lines for shunting work.
In any case your team has done a great job and should be proud of their work.
It's so cute, I love the buildings and the steam powered crane
This game looks great.
Say, I'm not sure if this counts but I have a few ideas that could work for it.
For example, what if there were diffrent weather patterns that could effect your travel like For example fog will make you have to travel slow to not wreck. Rain or thunderstorms could cause reduced visibility and make rails slippery due to them being we resulting you having to use sand to get up steep hills. Snow will slow you down and can make rails slippery.
How about adding a box car or flat bed wagon to the game. A box car to handle certain special cargo like stuff that can't get wet like exotic silk for example or meat or grain or what have you. A flat bed for wood or bricks.
Also how about diffrent locomotive types you can drive like 4-4-0s or 4-6-0s for example or like you can use these other engines if your train breaks down and you have to use other engines until it's repaired.
What do you think?
Fun ideas!
@CosmoporiumGames thankyou.
Some reccomendations:
instead of a camera shake when the brakes are applied,
sparks from the wheels would make much more sense,
if not both effects.
Also in regards to the caboose model it would probably
be a good idea to replace the remains of the clestory
on the roof (reused from the passenger cars) with a
roofwalk instead (and if wanted change the roof style
to be angular like on the locomotive.)
Also would help to change the windows on the top
coupola to be regular (no halfway opened effect
with the line) and lettering text below the main
windows instead of along the top. (maybe also a
number to give cabooses more identity)
I also cant help but notice the fact the passenger
cars (and caboose since textures are reused)
dont actually have doors to get in...
if implemented They should be on the ends, so would
replace the windows. (a window would be on the door anyways)
I love watching the progression of your game in these. Can't wait to play it
yasssss here from Saby!!!!
Really starting to look fantastic!
Thank you!
Sound interesting and Amazing, the inspiration of the Zelda spritit track wish everyone is favorite game + animal crossing that is cool 🤩
This train really reminds me of the Casey Jones cartoon
6:33 Instead of making skins a part of the shop, you could make them rewards for achievements instead. That way, you can focus the money on upgrading your train and feel motivated to complete tasks.
Currently they are unlocked by both level & purchase!
I like that with your map you have some more complex curves rather than just just blocky looking tracks.
Yeah! We use the track kit to get the track pieces started, and then customize them in place so they're less stiff 😄
i see the inspiration from TLOZ: Spirit tracks
i really love that game
I've been craving a cozy train game.
The driving style here is definitely spirit tracks inspired, even down to throwing the train in reverse from full throttle causing passenger complaints
Perhaps adding a visual indicator of how well you service a station? (Like have a small town in the background)
oh I love this. I love trains and I love this. I will be watching this game’s progress closely!!!! :3
You should add a difficulty setting to the freight jobs! The freight can diifer in difficulty with cargo durability, there could be three types: fragile, sturdy, tough. Tough cargo is the easiest kind of cargo to carry, but you gain little money from it, fragile cargo would be the hardest where you have to be very careful with speeding down the line lest you break the cargo and lose value.
And maybe you could assemble your train as well in shunting yards!
Great ideas, we are already planning for similar features for the freight!
this is a tiny little thing, but I reckon there should be some little sparks that come from the wheels when you slam on the brakes :3
I want this game so terribly badly. Can't come out soon enough, but... that's how it goes when you see a good game.
I love the project! I look forward to seeing how it all comes out !!
I always see projects I wish I could help work on, this is one of them. I’d love to see a developed world with landmarks and the like
as a train fan you could add sparks when someone slams the brakes
YESS PLEASE THATS EXACTLY WHAT I WAS THINKING
I'm really loving what y'all have made so far, it looks really good! I'm trying to decide the kind of things that I would want in the game - my main thing, is that I want the train mechanics to feel like a real evolution of Spirit Tracks.
I'm not sure how much realism would feel right to implement in the game, but I think some here and there would help the game feel more in depth than spirit tracks.
While more realistic train sims have you keep track of water, perhaps in this game you just have a little animation that plays at the start of the day where you fill up at a water tower.
In terms of gameplay, I'm trying to think of what interesting challenges there might be to face. In a more realistic train game, swapping out cars, shunting, all that would be done, but I'm not sure if that would work in y'all's game well.
Perhaps needing to navigate around other trains using the track? Random events at times to break things up would be neat.
My other big thing, is that I'd want to see some overarching goal - maybe the crux of a little story in the game is that you are tasked to restore a nearly abandoned railroad to its former glory - that all the money your making is helping repair new tracks, which let's you get to more lucrative contracts and passengers. I just want a real sense of the daily loop is going towards something.
Overall, the game looks great, keep at it!
Great ideas!
6:33 Comet and CaliFornia Comet are the same color (or is it?)
Looks great!
Thanks!
The way the train looks sorta reminds me of the pacific data images "locomotion"
Mhm yep I’m getting this game
i just found this, tought this look a lot like spirit tracks and now i hear the spirit tracks soundtrack :D
Y'all should add a boxcar for the cheese & fruits and dynamite, while having 2 new loads for the gondola. Lumber, & crates for example. Also what about having orher xar types outside of that? A baggage car could maybe bring in more money from passengers going longer distances, the afor mentioned boxcar, a flatcar & a tankcar for idk...water? And maybe have a couple of static freight cars at industries to add life that way too.
I just had an idea! if you use a bell chime noise, you can intergrate level crossing noises into your music; i've done this in a previous composition and it sounds EPIC
While I do understand that you see the engine as being the "main character" of this game, I was honestly really hoping we would see some other engine designs other than just recolors, like a 4-4-0, or an 0-4-0 like in the original Zelda Spirit Tracks. Other than that it all looks spectacular! I just hope you'll reconsider adding more engine designs
I have tried to get designs with more drivers to work, believe me. I just couldn't get it to feel like it was the same art style at that point. My perception of this world is that although the train is a 4-2-0 in the literal sense, it's more a caricature of a locomotive than something meant to be taken at face value. We have skins that represent locos of a variety of wheel arrangements, and they all read like caricatures of those engines still.
-Nathaniel
@@CosmoporiumGames I get what you’re saying, but I also feel like you’re unnecessarily locking yourself out of a feature I think most everyone was hoping for. The skins are a good start yes, but stylistically I feel like it’s more than possible, you just need to consider the limitations of the style and what it is you’re actually looking for. The driving wheels don’t all need to be so large, you could have an engine with six wheels all the size of the small front wheels, or even shift the current arrangement for a 2-2-2, or create an entirety new design with the large driver at the front similar to the wooden engine from Spirit Tracks, which mind you was able to have some really crazy variants of its engines while all still feeling quite coherent to the game’s art style. I’d be more than happy to draw up some examples, because I really do love the concept of this game, and I’d love to see it have room for more variety in it’s rolling stock, something which a lot of railroad fans consider to be one of the biggest appeals of trains themselves.
@@CosmoporiumGames
4-4-0s really were the only loco type in the early U.S. anyways, others are exceptions/less numerous. The 4-4-0 was certainly used for freight AND passenger, and some smaller railroads only had 4-4-0s
But my thought if different wheel configs were done was to just do a 2-4-0 as a "heavy freight" alternative which would probably fit in, biggest challenge being driving the second wheel with another rod. (you could just omit the rod since the wheel behind would be "driven" with the rod basically covering the fact the other driver isnt connected)
I view the 4-2-0 as the equivalent of a common 4-4-0 and the 2-4-0 would be a higher level possibly freight centric engine with more car capacity (equivalent of a 2-6-0/4-6-0/4-8-0/ect) with slower speeds, rougher riding, so passengers would be dissatisfied. But like I said overall not needed unless something special was wanted for late game
A two cents, if you really want to make your ticket system really user friendly, try some sort of texture (dots, lines, shapes), and not just colour, this will help your colourblind players.
I would always encourage devs to do this on-top of explicit text because if you would expect a non-colourblind player to use a colour based feature it should probably have a colourblind friendly options
Great idea, thanks!
Much of this reminds me of Zelda spirit tracks
If I may say, I would add a game logo on the menu screen, 'cause it looks a bit empty. 😅 But other than that overall a very cute visuals! 🔥
The menu UIs are still WIP, don't fret! We've got plenty more work ahead of us 😅
i have a dumb idea, "off-track sections", that''s all i could think of
It would be funny for there to be a sandbox mode
Like making your own layout
Here's an idea
A hidden object style "mini game"
So for short its like mini quests, that are a sort of hidden object esque,
For example "I forgot my luggage at Station X! Could you get it for me?" Then at Station X! you have to click/tap on the luggage....if you can find it....or perhaps "I need an idea for a post card for back home, can you find like say a cow, or windmill, or something along the track that you have to click on, or maybe perhaps a whole camera tool thing, with "side" "quests."
I think you should make the plushy of the train and I like your game❤
You know what about adding whistle codes
Like, let's say leaving a station two long blasts
I think would be a nice touch and the railfan community will totally go crazy for it
I'm curious: is your intent for the whistle to serve a mechanical purpose in the game, or be purely aesthetic? I notice in your test level you specifically highlighted an area to blow the whistle in, it could be used to make pedestrians get off the tracks. Another thought you might want to consider for an upgrade to the train would be a plow, you could then either add obstacles or track conditions like snow, ice, sand, etc. that either block or otherwise impede the train from certain areas unless they have a plow.
You've hit the nail on the head for one of the whistle mechanics! Good guess!! We do also have environmental conditions in mind 🙂
OMG THIS IS P E A K
I see that you gave three of the paint jobs for the locomotive the appearance of the Jupiter, the 119, and the General. However, there is one problem: those three locomotives are 4-4-0s, not 4-2-0s.
I think the point was to make appearances that paid homage to those historic locomotives. Not make exact replicas. Think of them as 'chibi' versions of the locomotives. And they look darn cute as 4-2-0s.
Or at least, that was what I took away from the group's intentions. The devteam did say from day one they wanted to pay homage to classic trains.
my only suggestion is moving the first class car to just behind the tender. The closer something is to the locomotive the smoother the ride is. Naturally you'd want the first class passengers to have the most comfortable ride possible. Its the same case when animals were moved by trains. Stock cars were at the very front of the train as to provide the smoothest ride possible.
Operationally, you put the sleepers/first class/business at the tail because it's far away from the smoke and noise of the locomotive.
If the engineer is doing correct train control, the ride will be the same regardless of where in the train you are.
And you NEVER put the stock cars by the locomotive if you can help it. Some animals like sheep will be okay. But imagine a car full of bulls going wild whenever the whistle blows. They can actually go nuts and gore each other! Lol
can you please add mountains and stuff like in rdr2. this game is gorgeous
So.... you can carry dynamite...kaboom?
I don’t know if it’s what you invisioned , but a modular train similar to bounty train instead of one that has a certain way it looks when it’s upgraded could be cool. The player could choose to focus on a certain type of car, or balance them all as the engine can only pull a certain amount
Interesting idea!
Im a huge fan of the project! You are all so talented! I am worried the dot on the "i" of your logo looks a lot like disney and mickey, I would cry if disney sent you some trouble about it, keep being incredible you guys!!
6:30 On the topic of shopping for train upgrades, I think a good item to add would be an additional locomotive. It wouldn't have to be anything too fancy, but one with an extra set of driving wheels, say a 2-4-0, could be a little bit stronger than the default engine and haul longer trains to make more money.
We have tried seeing how an engine looks with a second set of drivers, and generally feel it doesn't seem like the same art style anymore. The player engine's likely always going to have the one driver, just stylized differently based on the skin. Thanks for the suggestion though!
Maybe have a timeline where you can go through years and eventullay buy diesel locos
Maybe you should add other trains and a story
3:14 reverser is NOT the the same as the throttle. A steam locomotive has a reverser and a throttle. The reverser controls direction and speed, the throttle is power
But the controls look great for what you are going for 👍
Yes, I emphasize the design is *based* on a reverser, not a throttle. Never said they were the same thing 😉
Even though it was based on a reverser I would argue it works for both since locos with the throttle mounted atop the boiler would have a setup looking pretty much the same from the top. this works a lot better visually sticking out the side of the screen too.
Add different trains and to get different trains by money and a steam works and a slider of trains
please make a locomotive with a propper wheelbase i love the main loco but please make it a propper 4-4-0 it just makes me angry when i see the odd 4-2-0s people make
Perhaps you could add in an arrogant rival train in the style of a 4-6-4 hudson or some other big american engine that steals jobs or sabotages the railway
Probably won't be adding any big engines, but that's still a fun idea! Very The Brave Locomotive.
@@CosmoporiumGames Thank you. Maybe the engine could be scaled down to fit the size of the other engines(like brutus from geotrax)
I suggest looking at cartoonified versions of other train types, that might help y'all design new engines!!
While I can understand your still quite early in development, it does feel a little odd with there being no other actual locomotives. Seeing how much you put into making unique NPC models was nice, but feels contradictory to what you call "the main character" not being given anything beyond some recolours.
Shame you feel that way!