Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 01:49:15 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsHypertrain - a high-speed bullet train simulation & survival game
Pages: [1] 2
Print
Author Topic: Hypertrain - a high-speed bullet train simulation & survival game  (Read 5237 times)
nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« on: January 06, 2018, 06:01:56 AM »

hypertrain

Hi guys,

My name is nkm and I like to create games in my spare time. You can check out my previous work here: http://www.funcraft-games.net/press/index.php.

This time I'm working on a 3D title called hypertrain. The game is inspired by Minority Report and takes place somewhere around 2070. You control this rollercoaster-like train across a highway network consisting of crazy loopings, corkscrews and such. You earn cash by transporting goods between settlements. Cash is used to upgrade your train (more wagons, more weapons and such) or upgrade settlements to make them produce more goods, which means more cargo to transport, etc. Your train can reach speeds up to 1000kmph, so driving takes some skill.

Each train can build its own road segments. This allows you to get creative and build crazy rollercoaster tracks and such.

The game is built on a custom engine and written in C++. The game will be both single and multiplayer.

Note that all assets are temporary. I plan to hire a 3D modeller and graphics artist later on.

Cheers,
nkm







« Last Edit: February 28, 2019, 07:06:54 AM by nkm » Logged

Vitalius Sch
Level 0
***



View Profile
« Reply #1 on: January 31, 2018, 03:00:25 AM »

Oh! This is good stuff for VR!
Logged

Zireael
Level 4
****


View Profile
« Reply #2 on: February 05, 2018, 07:20:13 AM »

This looks lovely!
Logged
nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #3 on: February 06, 2018, 06:19:30 AM »

Thanks!

Here's a shot of the transcoaster leaving a city.

« Last Edit: February 14, 2018, 12:36:55 PM by nkm » Logged

Zireael
Level 4
****


View Profile
« Reply #4 on: February 06, 2018, 08:11:12 AM »

Does the game have a time of day cycle or is it perma-sunset (which looks awesome)?
Logged
nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #5 on: February 06, 2018, 12:11:09 PM »

I guess it's my favorite time of day  Smiley. The game has a day-night cycle indeed.
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #6 on: February 14, 2018, 12:29:22 PM »

In this movie clip the transcoaster is driving fast on the ring road of a village.



« Last Edit: February 14, 2018, 12:41:37 PM by nkm » Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #7 on: February 14, 2018, 12:36:04 PM »

The road ahead.

Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #8 on: February 14, 2018, 12:39:26 PM »

Road construction at high altitude. Working on the construction part of the game:

« Last Edit: February 16, 2018, 12:53:52 AM by nkm » Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #9 on: February 25, 2018, 11:58:12 AM »

Hi guys,

I've been working on the GUI a bit.

The transcoaster screen:


The settlement screen:


The map screen:


What do you think?

I'm also looking for a good name for the game. Transcoaster is a composition of transport and rollercoaster. So it's relevant and I kind of like it. But maybe someone knows a better name?

nkm

Logged

PetSkull
Level 2
**


View Profile
« Reply #10 on: February 25, 2018, 12:02:58 PM »

I really like your map. Is it handdrawn or generated?
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #11 on: February 27, 2018, 10:40:16 AM »

Quote
I really like your map. Is it handdrawn or generated?

Thanks, the heightmap is generated using simple perlin noise functions.

The map is drawn by rendering each individual biome (=region with its own color) to a black intermediate buffer, which is blurred and rendered onto the final texture using alpha testing to get those smooth black edges. Colors are quantitized to get the banding effect.
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #12 on: March 04, 2018, 12:55:16 PM »

So I changed the name to hypertrain as it better reflects the high speed nature of the game.
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #13 on: March 11, 2018, 12:26:42 PM »

Working steadily towards an early access release on itch.io!

I've created a "coming soon" gameplay trailer. Let me know what you guys think of it!





« Last Edit: March 22, 2018, 01:34:34 PM by nkm » Logged

PetSkull
Level 2
**


View Profile
« Reply #14 on: March 11, 2018, 12:45:36 PM »

Damn, you've come a long way with this. I like the tycoon elements, but can't quite figure out the bending roads ?! Smiley Is it a tycoon type of game or a rollercoaster ?
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #15 on: March 11, 2018, 11:20:06 PM »

Quote
Is it a tycoon type of game or a rollercoaster ?

I was hoping the video would make that clear Smiley. Back to the drawing board I guess..

It's basically a first person train driving game with some "tycoon" elements in the sense that you can upgrade your train and claim and upgrade cities. You can also build tracks.

nkm
Logged

Zireael
Level 4
****


View Profile
« Reply #16 on: March 12, 2018, 12:03:25 PM »

I love the trailer and will definitely give this a spin  Kiss
Logged
nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #17 on: March 12, 2018, 10:33:41 PM »

Thanks Zireael!

You like the Witcher?
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #18 on: March 22, 2018, 01:15:08 PM »

An early access version is now available on itch.io!

https://lgnkm79.itch.io/hypertrain
Logged

nkm
Level 1
*


Ludere ergo sum


View Profile WWW
« Reply #19 on: April 26, 2018, 01:54:06 AM »

Hi guys,

Post the itch.io release I started working on various features and improvements. This has resulted in an update containing the following:

New features:
  • the map now shows dangerous roads in red. Removed the warning signs.
  • a warning is now given when approaching obstacles. This should make driving easier (for beginners).
  • waypoints. These are laid out by the Corp. If you manage to travel at a safe speed between waypoints you gain +15% reputation.
  • the HUD now shows a graphic of your train indicating health per wagon.
  • ambient sound fx.
  • auto save: the game is now automatically saved everytime you enter the Settlement Screen.

Changes:
  • the compass now depends on the viewing direction.
  • entering the map screen will now pause the game.
  • night is now 50% darker.
  • the speed factor is not included anymore in failed passenger missions.
  • if you die while doing an off-road trial you are now spawned at the beginning of the trial.

Bug fixes:
  • floating mission target icon in the map screen.
  • trains were squashed when going through sharp bends.
  • turret orientation was wrong when driving upside-down.
  • shadow popping has been replaced by a smooth transition.
  • gold wagons sometimes moved after the game was loaded.
  • crash bug while driving.

nkm
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic