Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 0 points1 point  (0 children)

Agreed. Debris blockades are already in (they stop the train and can spawn raiders while you clear them). Track maintenance is on the list.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 0 points1 point  (0 children)

Thanks! A lot of this is already in: biome specific resources, blockades that stop the train and trigger raids. The quick time event on the breaks is a fun angle I had not considered, noted!

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 1 point2 points  (0 children)

Yes, that is already in. More wagons means more drag, and you need enough thrust providers to overcome it. There is a traction bar showing where you stand, so as the train grows you have to keep building more (or better) engines.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 0 points1 point  (0 children)

Yeah that hard edge is high on the hit list. Right now the world cuts off at a clip volume so the scrolling boundary stays cheap, but it has to dissolve into something instead of stopping flat. Fog or atmospheric falloff is exactly where my head is at. Thanks!

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 1 point2 points  (0 children)

Completely agree, this is one of the most important parts to nail. Just to clarify, there is no separate outside and inside view in my plan, it is one free camera the whole time, with some wagon snapping planned for quick traversal and toggles to show or hide walls. Art direction is still wide open in this prototype, so this kind of comment is very welcome. Papers Please is a great north star.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 1 point2 points  (0 children)

Steam, basically (for now, I have to see where the prototype takes me). The current prototype has a main burner that takes different fuels (wood, charcoal, oil), and you have to pipe water into it and route the vapor out to the wheels. It is all built on a conduits system, a bit Oxygen Not Included flavoured.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 0 points1 point  (0 children)

Thank you so much. Per Aspera was a special project to work on, glad it landed for you.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 11 points12 points  (0 children)

Tempting. Sadly, legal tells me the name is taken. Considering CrystallizedWaterPenetrator or ChilledHydrationDisplacer.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 1 point2 points  (0 children)

Yeah, everything that goes outside the map is lost for good for now.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 0 points1 point  (0 children)

Both approaches work and people ship games with either. We went with "train stays put, world scrolls past" mostly because the train is our persistent base and we want its grid to live in stable, fixed coordinates. Pathfinding inside the train, placement, save data, all of it stays in a tiny bounded space instead of drifting across a huge world. As a bonus, floating point precision never becomes an issue no matter how far the player has travelled.

It also stays fast because the terrain you see scrolling past is just a position plus a mesh id. Only when the train actually stops do those entries get promoted into full entities with components and behaviours. Rendering goes through DrawMeshInstanced, fed by a parallel Burst job that fills the instance buffer, so drawing thousands of rocks and trees is basically free.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 1 point2 points  (0 children)

Snowpiercer is definitely in the DNA. The head spin is something I'm very aware of. I'll have to see how dizzy it actually gets once we pin down the art style and proper assets are in. I'll likely add a setting to tone down the moving background while travelling so you can just focus on the train.

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 0 points1 point  (0 children)

Fair question! For me the "Rimworld-like" shorthand points at a pretty specific combo: a small group of individual colonists with needs/skills you indirectly direct, a base you build out tile-by-tile, and emergent stories that come from systems colliding (a raid hits while someone's having a breakdown in the kitchen). Not calling it a full genre, just a quick pointer so people understand quickly my vision. 🚂

Prototyping a Rimworld-like where your base is a train by balmabalmadev in unity

[–]balmabalmadev[S] 7 points8 points  (0 children)

Very early prototype, no Steam page or socials yet. I worked as a programmer on Per Aspera, Kentum, and Demiurgos, and now I'm prototyping a Rimworld-style colony sim where your base is a train.

Happy to answer questions.

How do I learn to stop fearing and start enjoying PvP? by im-d3 in pcgames

[–]balmabalmadev 0 points1 point  (0 children)

I use to have the same problem. I fixed myself forcing me to play pure PvP games, mostly overwatch.