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NIMBY Rails News

Devblog for October 2020

Following on the theme of getting more prepared to ship the Early Access release, October was focused on implementing the core gameplay loop of demand -> fares -> satisfaction -> demand. This involved fleshing out some already existing systems and introducing new ones. And a mod system was started, with the idea of having Workshop support from day 1.

https://carloscarrasco.com/nimby-rails-october-2020/

Devblog for September 2020

The train scheduling UI was mostly finished, and a new multi train scheduler was introduced. Some needed features for a release version were implemented like autosaving and new game options. The big new thing for September is the prototype of a new passenger system, modelling individual passengers instead of aggregate numbers of them. This is a very ambitious goal given intended scale of the game, but it will be attempted!

https://carloscarrasco.com/nimby-rails-september-2020/

Devblog for August 2020

With the code rot of year long prototype code impeding new designs, it was a month of rewrites and redesigns. The month started slow, going back to the drawing board multiple times, but it ended with new and much better systems for train and line scheduling. And experimentation with building generation continued.

https://carloscarrasco.com/nimby-rails-august-2020/

Devblog for July 2020

Most of July was still dominated by bringing up multiplayer for all the existing game functionality, this time focused on the train simulation. But now the bulk of the work is finally done, and the framework is in place to network any future features too. The jams seen in the demo also received a mitigation feature that foresees the future work on signals. And it looks like procedural building simulation as moved from "research project" to "actually may happen and be tied to a feature, not just for show".

https://carloscarrasco.com/nimby-rails-july-2020/

Devblog June 2020

The technical and not so technical devblog for June 2020 is now available at Carlos' blog:

https://carloscarrasco.com/nimby-rails-june-2020/

The game map now has an order of magnitude more text, and station track links are now better integrated with their siblings, including being able to customize the curve radius. But the big item for June was bringing up multiplayer support for the user-edited part of the game model, and it's finally working. Check the video in the blog post!