• Mashinky - different take on the Railroad Transport Tycoon
    23 replies, posted
[B]MASHINKY[/B] [quote] The goal is to build your own transport imperium on a procedurally generated map in challenging business simulation game with everything cargo delivery can require. [/quote] `Realistic` graphics combined with an isometric construction mode and board-like game rules. [video]https://youtu.be/4s3nUftH59M[/video] [video]https://youtu.be/LyGgkrPGhd0[/video] [video]https://youtu.be/ajByBJpSHrY[/video] [video]https://youtu.be/EouFSqMwmLk[/video] Multiplayer and modding ? [B]WIP TBD ![/B] [t]http://www.mashinky.com/screens/2.jpg[/t] [t]http://www.mashinky.com/screens/5.jpg[/t] [t]http://www.mashinky.com/screens/7.jpg[/t] [t]http://www.mashinky.com/screens/9.jpg[/t] [t]http://www.mashinky.com/screens/13.jpg[/t] [t]http://www.mashinky.com/screens/12.jpg[/t] [t]http://www.mashinky.com/screens/3.jpg[/t] [t]http://www.mashinky.com/screens/4.jpg[/t] [quote] [B] Official website: [URL]http://www.mashinky.com/[/URL] Steam page: [URL]http://store.steampowered.com/app/598960/Mashinky/[/URL] [/B][/quote] note: Early Access for next ~2 years approx ... (already in development over 7 years) 32-bit engine, up to 4GB RAM (LAA), 64-bit sometime in future Windows, DirectX, native Linux/Mac sometime in future (works under Playonit/Wine atm.)
Already in development for over 7 years, wat?
another janky-ass EA game released when it's barebones and not close to ready for EA. 7 years in development my ass. EA has become an absolute joke where so many devs just put their games up, take a bunch of money, and then fade into obscurity or just slowly stop posting updates.
I fuckin' love OpenTTD, so I really hope updates really make this game into a worth successor.
[QUOTE=loopoo;52754140]another janky-ass EA game released when it's barebones and not close to ready for EA. 7 years in development my ass. EA has become an absolute joke where so many devs just put their games up, take a bunch of money, and then fade into obscurity or just slowly stop posting updates.[/QUOTE] so you would prefer the developer to put the game in EA 4 years ago already ? ... (or w/e how long EA does exist on STEAM) he went with it to game development shows and events to gather feedback before even thinking about EA guess sharing fact this was developed for N years, will be in EA for N+X years is bad those days or something ... [editline]7th October 2017[/editline] [QUOTE=ZestyLemons;52754292]I fuckin' love OpenTTD, so I really hope updates really make this game into a worth successor.[/QUOTE] well it's hard to consider it successor to opensource openTTD more like addition to the taste (i wish we get voxels (it can look awesome detailed for isometric game) openTTD with 3D depth feel) there are atm those 2 to look into [url]http://voxeltycoon.xyz/[/url] , [url]http://steamcommunity.com/sharedfiles/filedetails/?id=924842091[/url] [url]https://dapperpenguinstudios.itch.io/rise-of-industry[/url] , [url]http://store.steampowered.com/app/671440/Rise_of_Industry/[/url]
10/8/2017 - NEW BUILD (632) [quote] Added: Possibility to play when steam in offline mode Fixed: Trains path finding Added: Message when train has not enough tokens to run Fixed: Potential crash in tutorial when placing track Fixed: Crash when computing buildings to stations interaction [/quote]
10/9/2017 - NEW BUILD (633) [quote] Fixed: Crash when placing building extension Fixed: 10km/h speed in tunnel Added: Captions and description for foundry extensions Added: Bonus for 1st class wagon [/quote]
10/10/2017 - NEW BUILD (636) [quote] Fixed: Bridge to tunnel snapping Fixed: False permanent red signal Fixed: Train intersecting without collision Fixed: Not-triggered green signal when train enters block Fixed: Turn around when partly in depot (sometimes not working, sometimes cased train teleportation) Improved: Train path finding (prefer free path than wait of signals, changed distance-to-red-signal-penalization algorithm) Fixed: Force unload passengers / mail on station that does not require it Modified: Increased capacity of 1st class Modified: New sku texts version(edited) [/quote]
I'm not entirely sure what a good number of wagons to have on my trains relative to horsepower is. Is there some general rule of thumb I should be going for?
After the whole train fever thing im cautiously optimistic, multiplayer is basically a guaranteed sell to me though
10/13/2017 - NEW BUILD (637) [quote] Added: Wagon length visible on buttons when buying Added: Visualize train overall length in depot (lines, sum) and on train window Added: Train maximum weight to be able to accelerate towards the hill Fixed: Signals placement on X shaped track Added: Colorization of capacity, length, wagon bonus Modified: A bit faster reaching of top speed [/quote]
10/19/2017 - NEW BUILD (641) [quote] Added: Runtime length / weight in depot when drag&drop wagon Added: Station area visualization Added: Game options (difficulties) is now saved also into each savefile Added: Depots name save / load Added: Build version visible in bottom panel Modified: new localized text version Fixed: Proper DirectX x86 DLL Fixed: City expansion sometimes broken Fixed: Engine power in train details window Fixed: Bridges and Tunnels cost fixed [/quote]
[QUOTE=archival;52771641]After the whole train fever thing im cautiously optimistic, multiplayer is basically a guaranteed sell to me though[/QUOTE] Not sure why this was rated dumb. Train Fever while fun and somewhat groundbreaking on the genre is extremely buggy and poorly optimized, same with its successor Transport Fever. How is Mashinky in comparison?
10/20/2017 - NEW BUILD (643) [quote] Fixed: hiding station area visualization after building an upgrade Fixed: overlapping of station extensions Added: Coal hopper station extension Added: Iron ore hopper station extension Modified: Tunnel and terrain modification cost Modified: New SKU localized texts [/quote]
So is this just strictly steam era or are there diesels and electrics as well?
[QUOTE=Bbarnes005;52803984]So is this just strictly steam era or are there diesels and electrics as well?[/QUOTE] One of the reasons that I love TTD. The way that the pace changes over time feels exciting
[QUOTE=Bbarnes005;52803984]So is this just strictly steam era or are there diesels and electrics as well?[/QUOTE] the game has atm. only 2 eras with 5 more to come ... afaik this shall include diesel and electricity too
10/24/2017 - NEW BUILD (649) [quote] Added: Iron ore #2 wagon Added: Iron ore #3 wagon Fixed: Snow mask on #2 coal wagon Fixed: Wagon bonus is invisible Fixed: Floating buttons on train details window Added: Wagon Bonuses visible in train details window Fixed: Train stuck when reach one-way signal while turnaround on signals off Fixed: Train max speed inconsistency Fixed: Crash after loading while playing other map Fixed: Crash in tutorial when selecting track construction tool Modified: All towns and industrial buildings are generated 5% from map borders Modified: Added geometrical waves on sea Fixed: Render setup save / load Modified: Less industry and towns on big maps [/quote] [IMG]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30409173/742c339bfc3997cdeecd5dcc7296814cab96fa57.jpg[/IMG]
more work on 3rd era development, but there are already some sweet news for you in today's update: * Renaming of vehicles, stations, towns or even depots! * Unicode input support (usable for names, save files, etc.) * Screenshot basic tool (unlock camera, hide UI, place logo) Full change log is here: [quote] Added: You may rename station / depot / vehicle / town Added: Unicode keyboard input support Added: Screenshot basic tool (unlock camera, hide UI, place logo) Modified: Roads now belongs to town (you may remove only yours) Modified: New localized texts version Fixed: Prussian T 3 name Fixed: Iron Ore wagon geometry (missing bottom) Fixed: Snow track in a distance Fixed: Different shading of diagonal track pieces in construction mode [/quote] Regarding to ongoing 3rd era work, to share some details with you, we are working on: * scripts * wiki page with game content, modding explanations, etc. * trello page with game roadmap * better way how to encourage cities to grow new industry chain, ballancing * more diesel engines * new wagons * chain signals * new track type (I need to introduce some clever mechanics to upgrade track, use it, as well as UI, balancing etc.) * steam workshop support quick update: You are able to not just remove roads, but also buildings in town! very expensive tuned colors in game to bring more vivid world where you want to spend many hours. Full change log is here: [quote] Added: possibility to remove town's road, but it is expensive Added: possibility to remove town's buildings (except main hall and quest buildings) Added: Possibility to build industry buildings in editor Added: Possibility to build railroad crossings again (you instantly buy road tile from town) Modified: Vivid colors (tuned all colors including fog, light, grass, ambient color) Modified: Tuned building / roads removing cost Modified: Foundry upgrades cost Fixed: Rock/Water/Snow are not colored by grass in construction mode Fixed: key '.' does not clear input text box Fixed: Filename input is now restricted to valid character only Removed: Steam stats and achievement are disabled in editor [/quote]
I'd rather stick to OpenTTD.
[url]http://store.steampowered.com/news/externalpost/steam_community_announcements/2284879949503494464[/url] [IMG]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30409173/a52ad103f3933eb2bd4d999a7977d861a62c0c04.jpg[/IMG] Christmass 3rd era update is out! Hope you will like it as I do ;) As I promised, here you can find the list what's new followed by full changelog: [quote] Added Diesel token + Crude oil, Oil products and Goods cargo types Added Towns grow affected by mail & goods Added 3 diesel engines Added 2 wagons for goods, 2 wagons for crude oil, 2 wagons for oil products (/chemicals) Added Oil wells + 2 Oil wells extentions Added Refinery + 3 Refinery extentions Added Factory + 2 Factory extentions Added Town shop Added Cargo may affect town grow even if not immediately sell-able in stations Added Support for placing industry Added Possibility to place headquarter Added Diesel engines / new buildings sounds Added Quest wagons/engines (offered in all depots when quest active) Added New yellow and red quest images Fixed Loading of zip mods Fixed Return to main menu bug Fixed Ignore signals / GoTo depot Fixed Tunnels laying Fixed Missing sounds [/quote] Enjoy the game and Christmas holiday, we will be enjoying our families but will get back at the end of this year to continue working on Mashinky ;) Full changelog [quote] 11/27/2017 Fixed: Second track station / depot Added: New goods #1 wagon Added: New goods #2 wagon Added: New chemicals #1 wagon WIP Fixed: building upgrade overlapping Fixed: One crash when placing building Fixed: Loading of zip mods Added: First version of chemicals #1 wagon Added: Diesel engine sounds Modified: Town generates new buildings only around its roads or players roads Added: Cargo default capacity in stations could be specified in data Modified: Icon of message when stock full changed to proper one Added: Chain signals WIP (not enabled yet) Added: Cargo may affect town grow even if not immediately sell-able in stations Fixed: Signal switch Modified: same buildings are at least 128/6 tiles from each other Modified: Wall under post and some toolworks rules Modified: Fog function altered to affect distant parts only Added: Placeholders 12/1/2017 Modified: Goods and chemical wagon polishing Added: Industry appears one by one in new era Fixed: Owner when placing building in game (support for placing industry) Fixed: Checks on low money when placing buildings Added: Automatically allow player to place buildings once they have cost defined in data (in era when it appears automatically) Added: Reloading also mods (zip packages) - hotreload Modified: Overloading of buildings via Mods able to remove trees, rules or smoke emitters. Added: Spawn rule once - the building is only once on whole map Added: Possibility to place headquarter Added: Quest wagon support Fixed: Removing of bigger buildings Added: Possibility to have different button size in main in game menu 12/2/2017 Added: Factory Added: 3rd era mod Added: Headquarter lod asset Modified: Clicking on headquarter opens company window Modified: Towns do not grow when progress to new era Modified: 3rd era buildings rules Fixed: Headquarter icon when changing company color Fixed: One empty line in main menu in some circumstances 12/7/2017 Added: Wagon chemicals0 + icon Added: Small Diesel Engine sounds Modified: Re-balancing wagons costs & weights Modified: Quest Invalid object Buttons are not visible Modified: Lowered number of buildings on the map Modified: New localized texts Modified: New script versions Modified: Oil wagons not visible until 3rd era Fixed: Post wall visual Fixed: Number of building generated on new map Fixed: Adding roads when progress to new era Fixed: Crash in UI multi-threading Fixed: Ignore signal / Goto Depot check buttons Fixed: Crash when placing Depot upgrade Fixed: Close-to-town script test when town has only 1 building Removed: second track placeholder 12/10/2017 Modified: Switching Shadows (CSM) levels if camera onboard Modified: Script fixes Added: Extensions window (disabled now, WIP) Added: Factory extension #1 Added: Factory extension #2 Added: Oil wells extension #1 Fixed: Tunnels laying Fixed: Tunnels laying disabled when unable to modify terrain accordingly Modified: New scripts version Modified: New text versions 12/13/2017 Modified: Improved 3D sound distribution Fixed: Doppler effect when navigating camera ingame Added: 2 new engine sounds: Crash & stop engine Added: Quest wagons/engines offered in all depots from all active quests Fixed: Quest wagons/engine issue with wrong ids Fixed: Sound glitches Modified: Autumn colors Modified: New script iteration Modified: New localized texts iteration Added: Train crash sound 12/15/2017 Modified: 3rd era transformed from mod to base Fixed: Missing sounds when too many trains hearable Added: Possibility to build post Fixed: When placing shop / post, it is adopted by town Modified: Increased by 1 number of forests and coal mines Added: Second set of sounds for diesel engines Added: New wagon for chemicals (oil products) Modified: New texts version Modified: New scripts version 12/17/2017 Added: Refinery bulding + Refinery 3 upgrades Added: Possibility to add quest wagon for free (affects savefiles) Added: Special particle for fire Fixed: Sound doppler scale Fixed: Correct remaining Quest wagons when clicked buy but not enough tokens Fixed: Smoke from buildings not interrupted Modified: Goods storage 50 -> 200 Removed: Post office cannot be placed any more 12/19/2017 Added: New yellow and red quest images Modified: Sound hearable distance back to normal Modified: Sorted rules in buildings Modified: New localized texts version Modified: New scripts version Fixed: Exit to main menu (huray!) Fixed: One wagon in depot remained in all filters Removed: Building upgrades without asset Added: All wagon names Added: Wagons Camera positions polished Fixed: Forest & Forest kindergarten placing issues Fixed: Refinery Upgrades placement issues (max building size) Modified: Increased max building size from 55 to 66 Modified: New localized texts Modified: New scripts [/quote]
another update for you. It is rather small one and just for fun ... [quote] train horn is way more easier to use now! Just hit H when following train or sitting inside ;-) new iron wagon new music track messages optimized a bit signal arrows visible through transparent objects many other small fixes [/quote] Changelog [quote] Added: Second Iron wagon Added: New music track Added: Automatic removing of messages once reason passed Added: Shortcut for horn 'H', usable when just following train too Fixed: Signal arrows visibility through transparent objects (trees, vehicles, buildings, ..) Fixed: 'Sell' switch in depot disabled when switching tabs Fixed: Signal arrows on slopes Fixed: 'Train waits too long on red signal' message delay when train is in a depot Fixed: Track weird shapes when close to bridge ending Fixed: Two duplicate tunnel options when laying tunnel [/quote] [IMG]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30409173/510b4719c6253ca0f7b2903093d91baed2fb19b4.jpg[/IMG]
I love the new updates, the new industries and locomotives defiantly add more to the game in a positive way. Although I really do wish they had more American-style rolling stock and maybe making how passengers work a little more complex than just shipping them from Town A to Town B.
the new feature to you, CHAIN SIGNALS. [IMG]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30409173/3985738c249c7edb68ad7f2efc59718b0c99d55f.jpg[/IMG] Missing sounds, not balanced music tracks, the same sound for all 3 diesel engines... These issues has been sorted out as well as many other bugs! Full changelog is here: [quote] Added Second Diesel engine sound set Modified Enter when typing new save game will save the game immediately if does not exists yet Captions above industry buildings show correct number of inputs / outputs per tick Music tracks volume balanced Improved sound attenuation via distance and improved listener position in sharp mode, optimized sound manager workload Saves now stores 10-years statistics instead of just 3 New localized texts version Fixed Wagon loads non-sense amount of cargo (like 100/8) Playing short sounds (like "click") Renaming train when inside Trace log spamming Remove bridge when there is a train on it Wrong tokens obtained when cheating Sounds missing Crash fix when loading old savegame with obsolete wagon ids(edited) Sounds playing, better dynamical channels allocation [/quote] [quote] 01/18/2018 NEW BUILD (718) -------------------------------------- Added: New song Added: New HQ graphics Added: New Refinery graphics Added: Terrain far clipping according to altitude (performance) Modified: Script - 15 years to third epoch Modified: Shadow refresh frequency (performance) Modified: New localized texts version Fixed: Script - new era oil ico Fixed: Signals remaining red in some cases Fixed: Track to bridge discontinuity in some cases Fixed: 2 Depots released 2 trains into one block Fixed: Random UI Crash Fixed: Invisible models for some station upgrades Fixed: Improved Terrain loding (geomorphs, terrain distance, adaptive distance via camera altitude) (performance) Removed: Editor buttons cleanup [/quote]
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