Train of Destiny – Dev Blog #3

It's been a while, again...

It has been a while since my last update and the reason for that is SUMMER!
It was just to hot, vacation and doing other stuff like gardening…

Now that it’s getting colder again, I’ve started working on Dick again.
But in my usual manner, not with what my roadmap promissed.

Nah, I started to implement completely new stuff!
But hear me out, it makes sense!

So, I wanted to create new scenes.
But for that I wanted to know how gameplay will be.
So I needed a working enemy.
For a working enemy I needed it to say or shout something.
That brought my into a deep rapid hole, which essentially became what I call now the Language-System.

Since I want my game to be multilingual, I needed to my enemy to be able to shout out in different languages. So I checked out Godots solution for this and found it rather disappointing.

So, I decided to create my own, based on a database.
Now was the question, which database?
After a while I just settled down on SQL-Lite, because it’s there, I know SQL and know how to implement stuff like this.

But man, this whole thought process cost me so much time…

Anyways, Dick has a working DB now, even a subtitle system and I’m working to get this running ingame flawlessly at the moment.

But not with a few draw backs, of course.
I noticed that Godot handles filenames case insensitive in the Editor, but case sensitive in builds. After my latest build crashed and didn’t run, I decided to give the whole project a good overhaul.
I’m currently in the process of cleaning it up, current Version is 0.3.5, but after that I will go on making good progress for sure!

So far for now.

Train of Destiny – Dev Blog #2

Oh boi...

It’s been a while since the last update and so much crazy stuff is going on in this world.
Nevertheless, I thought it’s time for an update.

 

A lot new stuff in the Background

As you can see from the image of this post, a lot has changed.

Let me count that up for you:

  • a nice Nightsky
  • with a Moon
  • with moving clouds
  • with some war effects and sounds in the BG
  • added some wind effects
  • also some enviromental sounds
  • and at the moment 5 freaking Layers of parallexing City and Foreground (and I thing some more to come)
  • also some more stuff behind the scenes

Gameplay wise nothing has changed.

I’m currently working to complete this scene.
But the next thing I do is definetally working on the first enemy.
I need to shot something and it should be fucking satisfying!

Train of Destiny – Dev Blog #1

Hey ho everyone!

Since I haven’t posted any news about Train of Destiny for the last year (2021), I thought it would be a neat idea, to start a Dev Blog and let you know that…

I'm still working on it!

So, why haven’t there been any updates you ask, right?
Well…

  1. I’m working on this in my free time, so currently no more than 10 hours a week.
  2. I don’t want to show WIP that doesn’t look like something you can expect in the finished game, quality wise.
  3. I had to figure out and test a lot of basic things, like the overall level layout. And…
  4. I’m currently working on the graphic assets, which takes a long time, especially since I want them to be mostly tile-based and reuseable.

So what's the current state of the game?

The main level (aka the Train Station) is comming together nicely.
Background, Foreground and some details are already in the engine and it’s playable.

I build this up as the basic level for every train station with tilemaps.
This means, that I have to create lots of sprites for every variation of train station you will encounter ingame. So a lot of work now, only a few clicks later on.

I think I’m around 60% done with that.

Roadmap for 2022

My current estimates are like this:

  • finish first version of main level (Train Station) in Q1 2022
  • start work on Station level (Inside Train Station) in Q2 2022
  • start work on Train level (Riding the Train) in Q4 2022
  • Beta maybe in 2023
  • no release date yet, “When it’s done” 😉

That’s all I got for the moment, I hope I can show some nice teasers next year and hopefully some updates soon in this blog.

Thanks for reading and merry X-mas!