A Transport game
- 14 Devlogs
- 147 Total hours
a game inspired by transport fever and mindustry
a game inspired by transport fever and mindustry
I’ve almost finished all the vehicle logic.
A working pathfinding system is now in place using AStarGrid2D. This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation.
Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life.
The vehicle logic still needs some fine-tuning, and I haven’t tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck.
I am currently working on the vehcile logic
There are alot of variables now that determain the behavier off the vehicles like engine and weight
I have fixed the scaling of the sprites.
I still need to implement the trailer logic and pathfinding.
Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed.
I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I haven’t fully tested the logic yet since the UI and vehicle systems ( needed for input/output) aren’t complete.
I have probebly done more but i dont know anymore because i have been a way for a week.
My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance.
Been working on the supplychain structere last 2 days, including new sprites
I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think.
I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D.
I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try.
Today i have been focesing on the inviorment
I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game.
I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions aren’t lining up the way I want them to, so i still need to do some fine tuning .
This is where I’ve been strugeling. I’ve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot aren’t really designed for top-down games. They make the sun’s shadows look infinitely long and completely distort the perspective. Every custom solution I’ve tried so far looks terrible. I’ve easily spent about 5 hours making custom shaders making a static shadow, but I’m still stuck.
If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments!
I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays.
Been working on the UI this weekend. its nothing special yet but it is good enough for now.
I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles.
I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it.
I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui.
I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesn’t line up with my terrain.
As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed.
I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network.
You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now.
I’ve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. I’ve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so I’ll be researching how to implement that.
Before I’m back where I was with the Greenfoot version, I still need to add:
Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? It’s just not happening. Greenfoot wasn’t really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for.
So I’m switching to Godot. I’ve made some prototypes in it before, so at least I know the basics, and it’s way better suited for what I’m trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time.
it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed:
I have added sand and gravel that are used in multiple new recipes
I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them
This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game.
I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff.
I plan to add more in the future but for now it is way beter than before.
I have added multiple new vehicles:
I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere.
The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows
it’s way better than before but you currently cant buy the vehicles yet
Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer
It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff
Finised the factory ui / recipie ui that now tracks input output and procesing time
Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint