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Cover image for Trainy Train: Introductions - 0.0.2
Eric
Eric

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Trainy Train: Introductions - 0.0.2

THIS POST IS WIP, WILL TAKE A FEW DAYS TO FILL IN COMPLETELY

Trainy Train is the project name.


Trainy Train is a simple train/colony managment game that is meant, for me, to break into a game development cycle.


Plot Story -

The player is a worker at a large mining company. They recently had new land surveyed for minerals, oils, and gasses. The company has sent you and 50 workers out to the new teritory to start extracting and refining them. The player must build extraction sites to harvest the natural resources, keep their workers alive and make money enough to buy the surrounding lands to continue to expansion.

The games objectives are simple. The player must fulfill company contracts on time monthly. Any overage they are free to invest into surrounding towns to help them grow and become more indistrialized and in return consume more resources to make more money.


Game Flow -

  • The player starts a new game.

  • Using a random or constant seed, the map will load 2,000 units by 2,000 units squared. The height of the map is -25 up to +50. For context, a track peice is 1 tile long by half a tile wide. Double wide tracks are 1 tile by 1 tile.

  • The map is divided into areas of 250 by 250.

  • The player will use the starting money to buy a plot of land on the edge of the map to start their career in.

  • They are then granted access to mine in that area.

  • The surrounding land will still be trackable (be able to place train tracks) but it will come at a monthly leasing cost.

  • The map will start with a signaling box being placed down and a track appearing from the nether of the edgge of the map for incoming workers and materials.

  • The initial train will be 25 cars long and have starting resources on it. Coal, Lumber, Oil, Water, livestock, tools, clothes etc.

  • The first task of the Player is to build a Train platform and constuct a starter town for the workers to live at.

  • These starting resources will be enough to build a train station, basic hosing, a commons area (food/water).

-- The building style is a colony managment with free angles, and the extraction sites are a collection of different systems that work together.

-- An example would be there is iron under a field. The player will set up a new contract for this area. The contract will have a name, location, boundries, assigned workes, assigned engines, assigned cars etc. They player sets the boundries for the quarry and the workers start extracting from this quarry. The player can either have an onsite processor or and offsite processor that the raw resources are taken to. If the resources are on the side of a mountain, the player can level a narrow gauge into the side of the mountain or through it and select that site as a quarry and the train will drop off workers to mine and haul the extracted resources to a processing plant.

  • As the town grows and demands more human resource, the player can hire additional workers, and outside supplies such as food, clothes tools etc, or they can grow their Town and produce these things on their own.

Resource Types and flow control -

Raw Resource Used in
Wood
Coal
Iron
Sand
Water
Oil
Marble
Salt

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