Basic gameplay milestone
This evening I reached a basic but important gameplay milestone:
After re-working the inventory UIs to function with recent changes I was able to:
- Pick up items from a station and load them in the train
- Take them to another station and sell them for money
- Return to my home and interact with the bed to save the game
- Restart the game and continue with the money I had earned and saved.
It's very ugly and quite crude, but this basic gameplay element now makes actual sense. Because state is persisting properly, it's now possible to actually make money and plan for the future ("what things do I want to buy/build etc.") rather than having all progress scrubbed on exit. That totally changes the feel of what gets implemented from here on in.
Aside: This made me realise that stations and non-player inventories don't persist yet. I need to decide how they are populated (probably on a per-day 'roll' based on a schedule and other parameters? Not sure yet)
Train game
A work-in-progress game probably featuring trains. Not a puzzle game.
Status | In development |
Author | d w roberts |
Tags | Life Simulation, Trains |
More posts
- Train delayed (or cancelled)Nov 04, 2023
- Back on track(s)Jun 01, 2023
- Train yardsApr 23, 2023
- Frame timing hellApr 21, 2023
- Basic object placementApr 15, 2023
- Spline cleanupApr 10, 2023
- NPCs, shops, inventoriesApr 09, 2023
- Invisible technical workApr 02, 2023
- Putting some more thought into artworkMar 26, 2023
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