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AllInTw0

@AllInTw0

Joined May 31st, 2026

  • 13Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
17 year-old programming for almost 8 years
Participated in Midnight and Flavortown
I am currently using Unity C#, Blender and Gimp to make Crooked Rails
Github: https://github.com/AllInTw0
Itch: https://allintw0.itch.io
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9h 58m 4s logged

Thirteenth devlog of the game! I added/changed various stuff so here is a list of changes:
-Added a new weapon - Flamethrower!
-Added a debuff system! Currently only has the fire debuff from the flamethrower addition.
-Added Xray vision to enemies that are dealing damage. (This mostly so that the player can quickly locate the cause of damage to the train)
-Changed how code handles structure spawning. (doesn’t change anything gameplay wise)
-Other small improvements/fixes
I was also experimenting with better movement around the train, but dont have anything to show for it currently.
Here are two videos showcasing the Flamethrower and the Xray!

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9h 58m 7s logged

Twelfth devlog of the game! As I am getting closer and closer to the first ship I decided to make a lobby system so that multiple sessions can be going at once rather than the forced one session for playtesting. Before that I also made a new crane railcar model that also visually lifts the payload to be loaded on to the train for the payload minigame.
Here are two videos for each major change plus a image of how the crane car looks on the job preview.

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9h 28m 8s logged

Eleventh devlog of the game! I continued work on the payload escort minigame. List of changes:
-Added basic structures to the generation. (The goal is a western mining town)
-Added the ability for props to spawn on terrain.
-Added enemy wave spawning specific to the payload. (enemies use the structures as spawn points)
-Added a crane rail car that picks up the payload to be delivered to the station. (Probably a new model for it next devlog)
-Added a new station section where you will be able to pick special additional jobs with a starting fee but if successful a returning pay.
-Improved how the uppercutter enemy calculates the trajectory.
-Improved movement for both player and enemies
-Other tiny changes
Still have some issues with the terrain where the track sinks into the ground and the surrounding terrain around structures looking odd. Dont know if ill ever fully fix it.
Here is a video showcasing the current state of the payload escort and the prototype special job monitor. I didnt fully play through the escort before recording the video and I was pretty surprised how fun it actually felt and its not even finished. Hope others will think its fun to.

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9h 16m 3s logged

Tenth devlog of the game! I decided to start making an idea I had from the beginning of the project. The idea is that you have to escort a minecart payload through a randomly generated town in return for bonus money. Its basically the main game but around a smaller train which allows for a higher number enemies all going for one target and more interesting generation.
So far I made the very basics. The track gen (took the most of time) where it can also go over the main train tracks and the payload prototype that moves if a player is nearby. If an enemy attacks it, it gets stunned not being able to move for a second or so.
I also improved the new enemy AI around how it handles enemy-enemy targeting so two uppercutters dont go to the same enemy.
I also fixed a spline mesh bug that was in the game since the beginning of the project.
Here is a video showcasing the payload plus some pictures of interesting bugs.

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11h 24m 47s logged

Ninth devlog of the game! This devlog is mostly three things. Firstly, I finally added new enemies! Their descriptions:
Healer: heals nearby enemies by tethering itself to the target. I plan on adding a passive effect that reduces the targets incoming damage.
The Uppercuter: punches melee enemies forward to their target. To accommodate this I lowered the melee enemy walk speed.
Secondly, I improved the inventory UI to highlight the selected item more by adding a scaling animation and a cyan tint.
Finally, I added a display boards on all railcars that show the health of the railcar and the cargo.
Other changes:
-Fixed some multiplayer bugs
Here is a video showcasing the inventory and enemies as well as a picture of the display board.

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9h 31m 49s logged

Eighth devlog of the game! I finally finished syncing all of the games
features/mechanics! Of course with the help of my friend we held the
first multiplayer playtest of the game! It went about as expected -
quite a few bugs… But it was still playable and I had fun.
List Of Changes:
-Added a starting shop
-Fixed the blur that sometimes appeared on papers + improved paper
visuals
-Implemented Spectating
-Synced Game Over
-Synced Bucket Item
-Synced Teleporter Item
-Synced Sentry
-Synced Railcar Derailing
-Improved enemy health sync. (Had an issue in the playtest where the
client thought the enemy was dead, but it was still alive for the host)
-Synced explosive tankcar
-Other tiny stuff
GIF of a funny moment from the playtest. Plus the new starting shop and
some bugs from the playtest.

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10h 55m 30s logged

Seventh devlog of the game! Continuing heavy work on multiplayer - now touching up the few last things left to sync between host & client. I believe next devlog or two the game will be fully converted to work in multiplayer!
List of changes:
-Synced health script (Used in various areas beyond player & enemy health. For example: tender’s fuel and water level)
-Synced water tower
-Synced train upgrades
-Synced foliage spawning
-Synced items - health kit & backpack expander
-Implemented a basic enemy sync
Here is a video showcasing the water tower and the train upgrades. Left is client, right is host. Did not notice i went over the 10h mark… how fun.

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9h 51m 17s logged

Sixth devlog of the game! Continued work on multiplayer - this time syncing everything in the station.
Showcased changes:
-Synced hauling job monitors (the 3 at the entrance)
-Synced railcar spawning and despawning
-Synced shops
-Synced sell station
-Synced unlock station
Possibly unnoticeable changes:
-Improved player movement sync
-Improved locomotive control syncing
Here is a video showcasing the changes. Right is client, left is host. Next up i plan on syncing enemies.

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10h 4m 50s logged

Fifth devlog of the game! This time i went all over the place working on stuff that doesn’t contain a lot of multiplayer. Why? Because I was waiting for my order of 16GB of RAM to arrive so my laptop doesn’t crash with two games running at once. Now its running smoothly and I can continue working on multiplayer!
Here are the showcased changes:
-Started work on a new starting location
-Added a train ride intro
-Added train sounds
Not showcased changes:
-Started work on syncing the station, hauling jobs and rail-car spawning/despawning for multiplayer

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10h 11m 10s logged

Fourth devlog of the game! Continuing to work on multiplayer. This time focusing on the world and train by syncing train movement and controls and by syncing the world seed and generated structures. Here is a video showcasing being able to control the train from a client and some screenshots showcasing the host view (top) and the client view (bottom). There are still some things that are not synced fully. Maybe you can spot some differences

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8h 39m 30s logged

Third devlog of the game! I am finally adding MULTIPLAYER!!! :D
I added the ability to host and join sessions across the world.
Currently only movement, inventory, item physics and interactions with guns is synced. Still a lot of work needs to be done to convert he whole game.
Here is a video showcasing it running locally from the client’s perspective in a testing scene.

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10h 13m 20s logged

Second devlog of the game! Worked on quite different stuff.
Showcased changes:
-Added a camera shake
-Modeled a swamp-like tree
-Added tank car explosion + visually damaged model.
-Improved scene lighting a bit. (Still need to mess around more)
Not showcased:
-Improved code behind shops and added support for rerolls.

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18m 4s logged

First (eighteenth) devlog of the game! Since this is a continuation of a project from Flavortown and before hand here are the things I changed since Flavortown:
-Added a companion robot. Follows the player and attacks enemies
-Added a teleporter. The player can carry it and use it for easier travel between important locations
-Experimented with different types of foliage
-The rails finally are crooked and not perfect curves! To fit the name
-Added a groundwork texture around the rails

Changes not showcased:
-Improved player and enemy movement
-Track that transitions from the station and playable space will avoid going into mountains
-Improved navigation mesh generation

If you wish to see the gameplay of the game: https://youtu.be/yDcuscI8zDo
Flavortown project: https://flavortown.hackclub.com//projects/10071

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