Crooked Rails
- 8 Devlogs
- 70 Total hours
Crooked Rails is a planned multiplayer game where you work for a suspicious company as a train crew defending your cargo from monsters and trying to complete hauling jobs between stations.
Crooked Rails is a planned multiplayer game where you work for a suspicious company as a train crew defending your cargo from monsters and trying to complete hauling jobs between stations.
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.
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.
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.
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
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
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.
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.
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