It is already 3 months of full time Mashinky development.
I am more than happy and grateful for such opportunity, the best community I was dream about and such sustained support from you guys.
Dreams come true!
We have a looong journey ahead, but after these 3 months I am even more convinced we will be successful together!
Thanks all of you!
Best,
Jan
New Physics & Multiheaded trains & more...
Hello respected community
It's been several weeks from the last update, but I am very happy to announce new build today: This one is rather game changing, since together with new physics and multi-headed trains, you need to carefully consider what locomotive to use, how many wagons to add and overall it feels like a new layer of gameplay.
There are several other features and fixes as well, here you can see whole list (I will be adding formatted lists like this rather than long and sometimes unreadable changelists).
New physics
With brand new physics, overweight trains are really a bad idea. Watch carefully not
only weight of whole train, but also weight of train when fully loaded. Heavy trains are
still fast when going down the hill, but placing signal where overweight trains are
going up the hill, so they need to stop and lost its inertia is also a bad idea.
All locos and wagons has been carefully rebalanced to reflect real train params and
also provide you challenging and fun gameplay. Some of them are slow but strong for
pulling heavy cargo, others are fast but weak for serving on a passenger route. You
can also combine multiple units into one train to adapt train for specific cases.
Multiple-unit trains
Now you can shuffle multiple locomotives into one train by drag & drop like ordinary
wagons. More locomotives provide higher tractive force, better acceleration and
slightly higher top speed.
Each loco has its own maintenance cost so choose wisely. When you run out of
tokens for one specific locomotive, it stops providing tractive force and behave
as heavy wagon instead.
Train pathfinding
When the path to the destination does not exists, train stops and let you know, but
once path does exists again, train automatically continues.
There are fixes for pathfinding including wrongly visited depot without reason, proper
consideration of turn around on platform end, etc.
More hardcore options
Now you can enable new hardcore options like One-depot mode (choose wisely
since you can place depot only once per game)
You can also allow overweighted trains to stop when not able to climb the hill and
turn around instead
Or you can allow trains to stop when run out of tokens for maintainance.
Track laying snapping
Now the game helps you to connect track when zoomed out. It is something like
autoaim. You can setup intensity of this feature in setup window.
Other
There are support for locomotives with cargo capacity. This will be used in future
railcars and mods.
Correct mph/kph conversion rate.
Tooltips for map objects showing also track speed limit.
Fixed Seed and deterministic new map generating.
Possibility to choose different town names set and language (see advanced tab in
the new game window).
Possibility to invert mouse axes for onboard camera.
Locomotives and wagons availability is now limited to specific eras, so you cannot
for example buy some steam engines in later eras.
Rebalanced Oil industry chain, so it is a bit easier to satisfy.
Rebalanced how passenger / mail / goods affects city growing.
Main menu news feed so you can easily see that your game's got a new update.
Many other small improvements and fixes...
Let me know how you like it or if there is any related issue I should sort out.
Thanks for your help and support!
Best,
Jan
Distance bonus & Second track type !
Hello respected community
Today I have a new build for you and this time it is quite interesting one :)
It was for the first time I've utilised Experimental branch to find as much issues as possible and I would say it worked better than expected! - Thanks to all of you who participated and let me know any issues, ideas, opinions - together we are making this game far better then I would be ever able to.
In this build, there are few main highlights:
Distance bonus for passengers and mail (with visualization per wagon in train window, train map icon, train list)
Distance bonus for other cargo included in industry buildings rules (bonus computed according to closest resource on map)
Second "High speed" track type (including upgrade tool, new signals, smart shortcuts respecting last track type used)
Language can be selected in splash window (+ game branch visible in splash window and ingame)
New track & road smoothing (including construction mode and lod in a distance)
Many fixes
Hope you will like it as much as I do, since the distance bonus and second type of track was quite a challenge to finish due to all UI / AI / save&load / balancing / assets changes. Now we have a solid base not only for future track types.
Full changelist:
Added: Distance delivery bonus
Added: Branch name is visible in splash window and in-game right bottom corner
Added: Language selection in splash window (when nothing set, game tries to use steam client language as a default one)
Fixed: Town growing
Added: Automatic vertex color generating also for lod - fixed all road / track smoothing issues in construction mode
Fixed: Track & Road & Other infrastructure smoothing finished and fixed all issues
Fixed: "Remove" shortcut
Modified: Reexport models for new smoothing shader
Modified: Colors a bit (trees, grass, fog)
Added: Script function GetRemoteQuestVariable able to read global variables of other quest
Modified: Depth of field shader improvements
Fixed: Default dof intensity
Modified: Avoid <1 numbers when unloading passengers in town by chunking these to whole numbers
Modified: Ballancing of distant bonus
Fixed: GetNumQuestsActive script function counts only visible quests
Added: Visualization of wagon profit estimates
Fixed: Rare crash when watching year statistics
Fixed: Rare bug with Invisible objects from some camera position
Added: Reward estimates also for autorouting
Fixed: Some object were not clickable
Fixed: Script function GetRemoteQuestVariable when used on director script or non-existing script
Fixed: Map coords computation for mouse cursor
Fixed: Invisible tool tip sometimes
Added: Estimated reward shown in train 3d icons
Added: Estimated reward shown in train list
Modified: All wagons available in editor
Added: Save/Load of last autorouting destination
Fixed: Crash when building depot upgrade for second track
Fixed: Async threads crash when rendering estimated reward
Fixed: UI padding insufficient after fixing of text length computation
Fixed: Visibility of track depends on track invisible option, not buildings
Added: UI remembers last track type and use shotcuts accordingly
Fixed: Proper bridge/tunnel/station speed limited by object and track together
Fixed: Speed weird peaks when too strong engine on a limited speed track
Added: Texts for on map tooltips (not localized yet)
Fixed: Building highspeed track tunnel
Fixed: Missing internal part of high speed tunnel
Fixed: Upgrading tool working for Tunnels
Fixed: Upgrading tracks on bridges shows proper track position
Fixed: Crash when computing distant reward for non-accepted cargo there
Fixed: Potential crash when searching for the best path backward
Fixed: Missing arrow in routelist
Fixed: Removing Steel bridge by remove tool
Fixed: Upgrading steel bridge
Fixed: Effects for high speed signals
Fixed: Upgrading when multiple tracks on a single tile
Added: New signals for highspeed track
Modified: Chain signals have real sign on them
Fixed: Signal construction switching visualization
Let me know if you like it and if everything works as desired. And thanks for your awesome support so far!
Best,
Jan
Decorative update
Hello respected community!
There is a new update for Mashinky. As promised, I keep updating experimental branch and once seems to be stable, merge it to default.
New content / features from the experimental branch:
Walls modification according to road presence
Decorative upgrades for your stations (it is rather proof of concept, more will occasionally follow)
Fixes for pathfinding (when using waypoints and force load / unload as well as some special cases)
Optimizations for rendering
These are rather small updates for you, since we are working on some major era #4 features and content. One of them (second track type) will come even before era #4 release, so stay tuned.
Full changelist:
Added: 3 new decorative upgrades for a station
Added: Third wall type
Added: Platform walls & Possibility to change walls elevation
Added: New tab in stop window with decoration upgrades
Added: Stop upgrades displayed in multiple columns according to window width
Added: More performance markers
Added: Performance dump enabled when "perf" command line param
Added: Performance for script commands including script name
Added: Performance dump for script commands including script name
Modified: Speed up Depth of Field postprocess again
Modified: After manual turn around, train does not check available path until next junction or signal
Modified: Improved AI debugger
Modified: Changed default start tokens and max loan from 1000/1000 to 2000/5000
Modified: New version of localized texts
Fixed: Train will not turnaround automatically when timeout on signal, but only if there is available path bacward
Fixed: Pathfinding issue with 2+ stations route
Fixed: Waiting on green signal
Fixed: Train turnaround rare issues
Fixed: Modding track types
Fixed: Depth of field
Experimental
First, while we are working on 4th era, I've started new branch called EXPERIMNTAL. It is publicly available and the point is to give you brand new features sooner, but with potentially some issues we have to identify and I need to solve asap. Once stabilized, I will merge this to default branch.
You will be able to see changelog for Experimental branch on our Trello road map
https://trello.com/b/7GBGw67u/mashinky-roadmap
To give you a small head up about what I am experimenting atm (this is NOT on experimental branch atm, but will be uploaded soon).
Alternate walls for building / station according to road presence in neighborhood
Possibility to generate big town buildings in the city center (working on proper generator atm). These will be rare but have some special bonus rules for you.
Station decorational upgrades (similar to that 1x1 tile platform, but some more variations - with benches and tree, with a roof above the platform etc).
Second type of track (highspeed) - working on upgrading tools and visuals.
Steam workshop has still very high priority and now I have more time to fully focuse on this.
Few more ideas to prototype and potentially add...
Thanks a lot all of you for support and stay tuned for future updates ;)
Best,
Jan
Full steam ahead!
Hello respected community!
Good news everyone, Mashinky is my Full time job now!
It has been several awesome years at Bohemia Interactive studio, many talented friendly people I always enjoyed to work with...
But now it is the time to switch fully to Mashinky and speed up the developemnt ! It is a dream come true.
Wish me luck and thanks to all who support me and trust me.
Best,
Jan
Small update full of fixes
Hello respected community!
Thanks all of you for valuable feedback, hopefully I've fixed most of pathfinding bugs and also playing in steam offline mode.
Here you can see full changelog:
Fixed: Logging into steam account when steam in offline mode
Fixed: Autorouting now ignores last station (for cargo like passengers or mail)
Fixed: Pathfinding ended in depot fixed (proper turnaround penalty, search uses turnaround also on the end of station platforms - without penalty)
Fixed: Pathfinding when autorouting search for loading station
Modified: Increased searching budget (because of next dest. prediction)
Fixed: Right Alt lock rotation on camera
Fixed: Brushes and terrain tools have switched tooltips
Fixed: Tooltip for button Back on new game - advanced tab
Modified: Default start money set to 2000
Fixed: Track laying under steel bridge
Added: One new city building
Fixed: Spanish language name
Fixed: Depth of Field quality
If you find another pathfinding issue, please report it here.
Thanks!
All the best,
Jan
Big AI pathfinding update
Hello respected community!
Since the release, I've received many emails about train navigation ideas and some of you have reported issues or sent me pictures where the train decided to go by wrong path of even caused some deadlocks.
Thank you all for this help, ideas and bugreports.
Based on this, I've recently reworked pathfinding and I am quite satisfied with the result ;) There are several new features:
Better pathfinding
Trains are now able to find its way also by turning around. Each direction change has some penalty, so train prefers straight paths, if there is any.
This feature is especially useful when depots exit leads to one way track. It can be also easily utilized to turn around train when magic flip is switched off.
Avoid going through the station
Train that doesn't need to stop at the station prefers an outer way around. This can prevent from some deadlocks or overloaded stations. The train prefers outer way only up to specific additional distance. If it is too long, it goes through directly the station instead.
Train stops when lost
When the train cannot find the way at all, it stops and let you know about it. In previous version, train used the heuristic to guess which tracks leads to the closest neighbourhood of the destination, which combined with oneway track usually ended up having train far from its route and blocking another path.
Next destination path prediction
The train predicts the next destination and chooses the right platform! This feature has been requested by community several times and I was always looking forward to have it in Mashinky game.
Aside from these features, several pathfinding bugs has been fixed (at least 3 of them were that kind of bug: "How could it ever work before the fix?" :) )
Thats it for now, hope you will like it ;)
Have a nice weekend!
Jan
The Czech Games of the year 2017 awards
Hello respected community!
The development getting speed again, but today, I want to share with you something different, it is my excitement about "unlocking" another achievement:
Two days ago, Mashinky scored a huge success:
The special jury evaluated the game in The Czech Games of the year 2017 as the Winner of two categories:
The Greatest hope
The Best game design
We've also got nomination for
The greatest technological improvement
It is a big honor to my and for the whole team, since this jury was full of game development veterans and well known press professionals.
Next step:
Big AI update so stay tuned ;)
Have a nice day!
Jan
Fixes for editor & Change log
Hello respected community!
Map Editor is out for few days already and I've spent most of the time fixing bugs that has been reported by you.
Thanks all of you who helped me finding these bugs and by sending also save files, you made it easier for me to fix it quickly.
These bugs were mainly freezes (either caused by old save files on when unlocking second era). Everything should be ok now, sorry again for inconvenience and thanks for helping me!
Changelog:
05/20/2018
Fixed: Loading of old saves
Fixed: Missing humidity when random map generated(edited)
05/21/2018
Fixed: Missing humidity when random map generated
Fixed: Freeze when starting 2nd era
Fixed: Town buildings generating + optimized
Removed: Trace dump disabled until proper switch implemented
Fixed: Another freeze when unable to place buildings
Editor Change log
I've promised you to share change log and here you can see what I was doing those few months. It was not easy, but I've learned a lot and next time, I will keep you updated and share some versions and new content meanwhile.
Here you can see each internal build with changelog. Sorry it is quite long and not very readable, but at least you can get an insight of how the development of editor looks like ;)
02/02/2018
Added: Support for save/load/delete scenarios
Added: Support for start new game from saved map (scenario with erased artificial infrastructure)
Added: Support for start new game from saved scenario
Added: Possibility to load and save Heightmaps and masks
Added: Planting trees based on density
Added: Saving height map
Added: Recompute humidity (grass color)
Added: Place towns according to latitude/longitude
Modified: Brush paints also when moving mouse over GUI windows
Modified: Properly initialized GPU heightmap after editor start
Modified: Intensity of some filters
Modified: Filter tab UI polishing
Modified: Tuned Filter tab in Terrain tools
Modified: Mult / Div filter - now it ignores underwater terrain and scale down/up not to zero, but to sea level
Modified: Splash screen shows Including Editor
Fixed: Deadlock in async generation when staring new game
Fixed: Compile time switch for terrain brushes
Fixed: Water erosion when generating new map
Fixed: Filters sometimes caused wrong results
Fixed: Loading screen freeze until mouse moved
Fixed: Runtime brush update
Fixed: Whole map filters
Fixed: Brush issue (streaks across the whole map) on first use
Fixed: Wrong map shape when generate new map
Fixed: Brush in construction mode
Fixed: Map reset when restart editor
Removed: Brush no more change its color according to brush amount
03/05/2018
Added: Texture initialization supports more formats
Added: One param for each filter (it can be used for specifying filter function)
Added: "Set" filter able to draw specific altitude
Fixed: Device lost Cleared whole map
Fixed: After load file into editor, editing cleared the map
Fixed: Wrong tooltip after each brush application
Fixed: Vertical scale of heightmap after load
Fixed: Right bottom corner of map issues after using some filters
Fixed: Brush wrongly applied when clicking on UI
Fixed: Lowering map when painting using some filters
Fixed: New map generating
03/09/2018
Added: New brush able to copy height from where painting started
Modified: Hidden year in editor
Added: Reset year when new game
Added: Scrollbar in map selection in new game
Fixed: Corrupted file when add industry in editor and save / load
Fixed: erasing map in editor after load
03/13/2018
Fixed: Loading of textures having non power-of-2 size
Fixed: Height scale when loading heightmap is 0-255 again
Added: Autosave in editor
Fixed: Buttons enlarge in non-town building window
Fixed: Using buldozer on buildings in editor
Added: Industries from other than 1st era are removed from custom map when starting new game
Added: Custom industries are placed in each era, if not possible (due to not-empty space), placed within 20 tiles distance, if not possible, at least randomly
Added: Undo (5 steps atm, using adaptive CPU mem. allocation)
Modified: Undo has 10 steps
Added: Undo UI, visualize num steps cached
Added: Rivers brush
Fixed: Crash when load heightmap, change map size, erase
03/16/2018
Added: Persistent per brush setup
Modified: Brush strengths and default params
Fixed: Loading flat heightmap
03/20/2018
Added: Plant brush (disabled - wip)
Added: Script function IndustryGetType (returns hash of given industry object)
Fixed: Watermark when loading map into editor
04/02/2018
Added: New brushes
Modified: Switch versioning repository
04/11/2018
Added: Internal possibility to test load (reads only some basic info about the file without applying it)
Fixed: Paragraph line
Modified: Refactored town growing (building budgets)
Added: Possibility to force building facing to road, including corners
Modified: Editor map has always high sea level
Modified: New game - custom maps window
Added: Second stage of town buildings (WIP)
Fixed: removing of bigger buildings
Modified: Town growing improvements (upgrading buildings, roads)
Added: Wind sound switch
Modified: Improved town generating
Modified: Recovery from some savefile coruptions
04/12/2018
Fixed: number of town buildings generating
Removed: Asserts from release (without VC it caused crashes instead)
Modified: Mods moved from media to mods directory
Added: Possibility to use also directories inside mods as a mod
Fixed: Erasing of towns when generate
Modified: Erasing all buildings when changing map size
Fixed: Towns 1x1 generating when used for the second time in editor
Fixed: Industry generating when start new game
04/15/2018
Added: Optimized processing of UI add item list
Added: Limit brush / filter to either under /above water
Added: Map seed
Fixed: Heightmap loading for the second+ time
Fixed: Scaling heightmap when loading
Fixed: Packages loading
Fixed: Corupting save files by saving
Added: Some test for save files error recovery
Fixed: Random numbers generator (master vs slave logic fixed)
Fixed: limit brushes to underwater / above water
Fixed: bug with repeating of keystrokes
Fixed: Baking textures
04/18/2018
Fixed: New game produces only 1/4 of a map
Fixed: Far ambient BBoxes computing
Modified: Switched positions Flatten and Set brushes
Modified: Another iteration of steam workshop implementation
Fixed: Town growing in editor
Fixed: consistency of random numbers
Fixed: When maximized, do not remember window size (keep one from normal window state)
Fixed: Mods loading from zip, also switching every path to lower case
Fixed: reusing of map cache (performance ~5% improvements)
04/20/2018
Fixed: unpacked mods
Fixed: icon
Modified: Improved custom map window
Modified: steam workshop iteration
04/22/2018
Added: After terrain brushes, all affected map objects are tested and removed if not suitable terrain
Modified: Speedup main menu
Added: Map Size Filters when browsing custom maps
Added: Brush for planting trees
Added: Brush for removing trees
Modified: Texts
04/23/2018
Fixed: Newgame window size
Fixed: Copying artificial plants when generat new map
Fixed: Town (+industry) names when start custom map
Fixed: Number of towns displayed in right bottom corner
Fixed: Randomly spread buildings
Fixed: removing of roads by plant brush
Fixed: Multiple industries generated when start custom map
Removed: Autosaves from new custom map menu
Fixed: Tree brush hides forest model
04/27/2018
Added: Limit for custom map count
Fixed: generating on low/med/high presets
Modified: Hidden date in editor except month
Fixed: Crash when generate trees -> change map size
Modified: moved plants to landscape generator so it cooperate easily with brushes
Fixed: Industry start positions & names
Added: Basic FBX generator
Fixed: Generating editor trees followed by painting them
Fixed: Missing shadows
Modified: Town generating
Modified: New game window (custom map info is loaded only one on request)
Added: Input box now supports multiline
Added: Map description (wip)
Added: windows can have fixed width of right half (not only left one)
Fixed: Low/Med/High town count when generating in editor
Added: Remove whole town when main building removed
Fixed: Town/building icon altitude when modify heightmap
Modified: Town do not remove its building so often
Fixed: New era buildings positioning
Fixed: Missing shadows
Fixed: Advanced New game Params are applied also to custom maps
Added: Possibility to add custom map description (with images etc.)
Modified: Script for ruined church is now able to search for existing one instead of create new one (custom maps)
04/28/2018
Added: Sorting industry icons in build tool according to their start era
Added: Autowrap text in input box
Added: clip text into input box
Added: Scrollbar in Custom map description (new game window)
Modified: Increased custom maps limit to 512
Fixed: Crash in editor
Fixed: Reassign town when town it's is removed
05/03/2018
Added: Icons & Help for plant brushes, under/above water
Modified: Roads placed in editor belongs to towns
05/10/2018
Modified: Copy build media batch file
Fixed: Asznchronouse Undo list issue
Fixed: Memory overflow (reading uniform string from file
Fixed: Town growing
Fixed: Town captions
Fixed: loading of longer strings
Modified: Minimal resolution raised from 800600 to 1024?/?*720
Fixed: Column width in new game - custom maps - map info
Modified: Terrain tools buttons scaled up by 20px each to fit translated texts
Added: DbgTextClear() script function
Modified: Localized texts
05/12/2018
Added: Humidity brushes
Added: (WIP) Humidity after device lost restore
Fixed: Humidity paint brush
Added: New game -> Advanced -> back returns to previous tab
Modified: New texts version
05/14/2018
Fixed: Random spread of generated buildings
Fixed: Brushes remove bridges and tunnels
Fixed: Changing of map size in editor cause brushes to generate holes or other issues
Fixed: Vegetation checks suitable terrain after using brushes
Fixed: Using automatic humidity map generating and than humidity brushes
Fixed: Manual trees placing and than using tree brushes
Fixed: Shadow clipping to early in a distance
Modified: Shadow quality vs distance improved, improved shadow bias 10x
Added: Plant / Humidity tooltips
Modified: Humidity brushes and editor icon
05/15/2018
Fixed: using random tree and than tree brush
Fixed: Save/Load heightmap scale
Modified: New localized text version
Modified: Better shadow fading in a distance
Added: Mod with Elishka steam engine
05/16/2018
Modified: Date progress in editor turned off
Modified: removed not finished (locked eras) buildings from construction menu
Fixed: Not-growing towns
Fixed: Placing industry searched for closest towns also in non-existing towns
Fixed: in paused game, towns got number of passagners from surrounding builngs
Modified: latest translated texts version
Fixed: Humidity reset when used undo step
Fixed: Available industry buildings only in editor + quest buildings
Modified: Turned off time in editor
Wow, you have reached the end! Thanks a lot for your time.
Finishing editor after so many weeks was like releasing some stone I was rolling in front of me for a long time. I know it was even more difficult for you, since having so minimum insight into the development from outside is not fair for all of you who already bought the game and I will do my best to keep you involved next time, because only together we can make the best tycoon game ever ;)