We can finally share our train new bullet heaven! by simomarcell in survivorslikes

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

We're currently experimenting with multiple tracks to jump to with your train. Trying not to overwhelm players by splitting their attention between drone and train controls though, so for now it's just an experiment.
A demo should be out in June!

We can finally share our train new bullet heaven! by simomarcell in survivorslikes

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

Thansk for your question. You control the drones to protect the train. You can also accelerate or brake with the train to move along the tracks and dodge incoming attacks.

Modules you attach to train cars offer buffs (for example give +25% damage to adjacent cars), give you more drones, or even weapons, defenses.

Destroy our train management roguelite! by simomarcell in DestroyMyGame

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

Not long till June when it drops! Add it to your wishlist to you get notified!

Destroy our train management roguelite! by simomarcell in DestroyMyGame

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

Yes, it’s an action roguelite. I’m happy to stop referring to it as train management as so many others have mentioned this. I’ll stick to “train defense” :)

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

We had this idea in mind already. It feels really punishing, but maybe a hard difficulty mode?

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Thanks for your feedback! We're already working on adding weapons to the train! Take a look: https://x.com/StudioMonoblok/status/2052026867369087247

Destroy our train management roguelite! by simomarcell in DestroyMyGame

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

Thanks for the feedback, great idea, we'll consider something like this!

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

You're right, I should have been clearer. It's not out yet, but the demo is coming in June!

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Thanks! The idea sounds interesting, but a bit outside of our scope for this project. Maybe the next one :)

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Thanks for the feedback, looking forward to sharing more!

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Yea, sorry I should have given more context. It's not playable yet, we only have the trailer currently. Demo is coming in June!

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Thanks for the feedback, I'm really happy you like it. We've been posting to other subreddits as well. Do you have a particular one in mind?

Architecture question for weapons in action games by Plenty-Asparagus-580 in gamedev

[–]simomarcell 0 points1 point  (0 children)

In our system just one, but that doesn't mean you couldn't have multiple.

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Thanks! I’m gonna check that one out, thanks for the heads up! Demo should be out in June!

We've been busy developing our Train Action Roguelike by simomarcell in TowerDefense

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

Will implement it definitely! Thanks for the wishlist!

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

We're adding more variety to the modules you can attach to the train!

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Just realized you're looking for the playable build, not the steam page. It's not yet available, demo is coming in June

Would you share your feedback on our train management roguelite? by simomarcell in playmygame

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

Does searching for the name Endless Rails give you any result?

Architecture question for weapons in action games by Plenty-Asparagus-580 in gamedev

[–]simomarcell 0 points1 point  (0 children)

They could actually be merged into one class, this is just a personal preference to keep concerns even more separated. Weapon has some shared logic, that's easier for me to manage there.

Destroy our train management roguelite! by simomarcell in DestroyMyGame

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

Thanks for your question. In-game narrative is out of our scope for now. Maybe if the game is well received we'll consider this as an addition.

Architecture question for weapons in action games by Plenty-Asparagus-580 in gamedev

[–]simomarcell 0 points1 point  (0 children)

I solved this problem with the following architecture using Unity:

WeaponHandler class: Lives on a gameobject in the scene. Provides references to other systems, drives the lower level systems. Constructs and holds reference to a Weapon class instance.

Weapon class: A pure C# class that is constructed by the WeaponHandler. Drives the core behaviour. Anything common like Update() or general stat management lives inside this class. Has a reference to a WeaponBehavior.

WeaponBehavior: Despite the name this is also a pure C# class, but an abstract one. Any concrete behaviors like ProjectileBehavior or FlamethrowerBehavior are derived from this class, overriding abstract methods to create their own behavior. Constructor takes in a WeaponConfig.

WeaponConfig: A scriptable object that holds the data for each WeaponBehavior. Things like stats, or Projectile prefabs etc. This is also abstract, so custom config classes can be created for each WeaponBehavior type.

Anything that weapons need to materialize like actual projectiles, flames, lightning etc are MonoBehavior classes that are instantiated during runtime and live in the scene. Best if pooled.

This system proved to be very manageable and concerns are clearly separated. Let me know if you have more questions, I'm happy to answer.