Chilly DevLogs from Alaska ! #82 - Minecart Tracks
Welcome to a eighty-two DevLog for Alaska Gold Fever!
[p]Hello adventurers!
Today’s devlog is all about one of the most “ground-breaking” parts of our mine: building and testing the rail tracks for those precious minecarts. It quickly turned into a wild ride.
Testing the Slopes
Historically, mines used very specific angles for their tracks -too steep, and you’d risk runaway carts; too flat, and the cart wouldn’t move at all. So naturally, we tried them all in save environment (in Unity engine)

Fun fact: one of our a cart reached speeds that could probably break the sound barrier (or at least a good PC). Don’t worry, we tuned it down (a little).

Building Tracks: Easier Said Than Done
On paper: place track - snap to grid - done.
In practice:
-Tracks clipping through walls.
-Tracks floating in mid-air
-Minecarts refusing to acknowledge the laws of physics.
We loved these bugs so much we almost want to keep them. (Almost.)

Illegal Minecart Driving
Of course, as soon as the tracks worked, someone on the dev team discovered the “fun” of driving carts outside the mine.

We can’t promise this will stay in the final game… but let’s just say, if you see a cart rolling through town, don’t be surprised ;)
⛏️⛏️⛏️⛏️⛏️⛏️
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Best regards,
Baked Games Team
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A view for a whole multi-leveled gold mine.





Baldy with firends.


