Sadly 2020 was a very busy year for my company, I had to focus a lot more time on our major project and I didn't end up with a great deal of time on Art of the Rail until a few months ago. Thought it was about time I did an update! ![]() I'll add a few screenshots of my current save, in which I haven't even gotten to building any trucks yet, it's all trains so far.Ģ0210216224900_1.jpg (390.36 KiB) Not downloaded yet 20210216225011_1.jpg (347.83 KiB) Not downloaded yet 20210216225252_1.jpg (453.58 KiB) Not downloaded yet Also the stations already have the potential to be used for pretty cool builds, at the moment there's specific cargo tiles that fill up like the Industrial Stations Renewal set but I can see it being expanded. I've been lucky enough to play the test build for a bit, and so far performance hasn't been an issue at all - granted, I've not been at the point where I'm really heavily taxing the game but I'm guessing the way they've designed the geometry will be beneficial for it holding up when the map is really filled up.ĭespite not having too much content yet it's already pretty polished in certain aspects, like the vehicle scheduling system and the terrain being very easily editable. Yeah this game is definitely coming along nicely. So micro management of road vehicles isnt as important. Exploring having a building (courier depot) that you can assign road vehicles to in a station, where the road vehicles travel themselves in an area to pickup cargo without you having to make orders - as needed. I'm exploring how to make road vehicles not just an option but also important, for the stations. I've started this by having cargo capacity at stations as placable station pieces. What I want to do different from OpenTTD is stations - the idea of investing in Hubs. I want the sense of building, improving, terraforming - I think OpenTTD and Factorio are great examples of this It's important this game can handle thousands of vehicles and great amounts of terrain The scale of OpenTTD allows you to have a sense of empire and a sense of a "real" economy. While I'm wanting to make a spiritual remake I don't like doing remakes without bringing something new. If you have any questions, and would like to try it out - I'd love some feedback and could provide some alpha keys. ![]() It's actually one of two games I took with me on a laptop when I climbed everest! Just what is this train doing? Is that a slope? concern_01.PNG (175.86 KiB) Viewed 11149 times How will the trains handle small height curvatures like this? concern_02.PNG (451.21 KiB) Viewed 11149 times Last time I did this was somewhat of a disappointment but to be honest it's always fun to scout the Steam/itch.io/GOG libraries for good train fun. It doesn't say if it'll be an early access release, which looking at some details (see attachments) on the screenshots might be a smart plan, but I'm at least intrigued and will probably be picking it up to see if it's any good, if the price isn't too hefty. Of course, this is not out yet but they're aiming for a december 2020 release. ![]() It seems to be in 3D with some decent cartoony stylings (ugly landscape though) and mimicking TTD quite closely. Meeting economic needs directly grows and develops the economy of your worldĮdit the terrain to improve your transport networksįull multiplayer with up to 16 other players, either cooperatively or competitively Build, grow, and manage your transport empire and use it to shape the economy of your game world for the better.Ĭonstruct transport networks using roads, rails, tunnels and bridgesĭevelop your vehicle routes to maximize profitsĮstablish and upgrade stations and vehicle hubs with bays, cargo yards, and more Inspired by the classic transport tycoon games, Art of the Rail brings the spirit of these games into a modern context.
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