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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