SamuZai
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Biggest devlog yet - hauling freight with a Shay! | CoS "July" Devlog

It took a little bit of extra time to get done, but the amount of little, big, and complicated things that went into this one was very high! Several new features, a ton of optimizations, and the first looks at industry gameplay compliment several new models in the Shay, SC&F Flatcars, D&RGW 50K Water Towers, steam donkeys, logging facilities, and more I'm probably not able to think of off the top of my head! Though delayed, this is the one year of public development celebration and we hope you enjoy all of the goodies throughout this gameplay video.

Biggest devlog yet - hauling freight with a Shay! | CoS "July" Devlog

Comments

https://youtu.be/6LrI5YmxaAw?si=LaAzvmzOdnEF_gcC This video of the Cass Scenic Railroad State park in WV is an outstanding example of the Shay locomotive doing what they do best. I especially enjoy the absolute symphony of sound Shay #4, as she climbs the grade. Time stamp 9:15-35:45 is music of my people, a shay in top condition well timed and she never slips. The Trio of Egineer, Fireman and #4 doing the dance as Mark would say. I submit this as the gold standard of Shay stack talk and the sound of #15 in this example would need to go in the shop to be timed.

John Bishop

[This comment is getting cross-posted on YouTube and Patreon] Great update video. I'll have to admit though that the gauges and whistle rope are significantly too low poly for my taste, they're *very* visibly polygonal. I do hope that doesn't mean you're running into serious optimisation issues requiring low vertex count on models. And I'll admit I'm still totally weirded out by the American brakes and brake/train operation. Especially the *very* extensive simultaneous use of brake + power. Do I remember correctly more conventional (to the modern eye) points with point blades etc. will also be in the game? It seems wheel chocks/skates, while widely popular across Europe, aren't that common in the US. Will we still have them, or are they too exotic? Or maybe even totally unknown in the narrow gauge? I would assume them being more commonplace in the narrow gauge because they're way cheaper and simpler than retarders (which caught on in US regular gauge hump yards way earlier and more extensively than over here), but I might be totally wrong. From what I understand from your main channel videos, in pre-air brake train operations the US railroads had, just like European railways, whistle signals for applying and releasing hand brakes. Would it be feasible to have virtual brakemen (with or without actual visuals) on your train reacting to those signals? It would both be very immersive and bring a whole new game mechanic: Especially if you'd (optionally) have those crew members getting paid. The player would thus also have to account for the running cost of staffing and find a balance of economics and operational ease. While gameplay-wise I certainly am fond of not having to load every car manually like in certain other games, the visual side isn't satisfying yet. Some kind of animation might maybe do the trick? I'm thinking along the lines of single goods (like the steam donkey) physically sliding from the car onto the platform while mass goods (like the lumber) could be adequatly animated loading onto one of the cars (lumber getting craned, coal falling from a tower etc.) while just appearing on the other cars just like they do now. I think that could work as a middle ground? To sum it up: In a way, this video did feel more like a playthrough video of your main/personal channel. Which is a good thing, because it means the game is actually getting closer and closer to being a functional game. You're not showcasing very specific, singular features any more - you're relatively casually doing a relatively broad swipe of the game. That is a really significant milestone. Congrats to the whole team. <3

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