Today I saw the IAP finally working! Along the way I had to actually figure out how to use the Play Console's Closed Alpha Track. I'm not sure what the breakthrough was, but I've now seen the listing and installed on the devices, huzzah! I spent a while fixing up lots of odds and ends,… Continue reading Day 51 – Early Access
Tag: effects
Day 47 – Feedback
I started today by continuing with the IAP implementation, however a bug in Unity is preventing me from loading up the project once the IAP plugin's been installed. Sadly it's a total blocker - Unity simply quits during load. I'll either need to wait until a new version of the alpha's released, and hope the… Continue reading Day 47 – Feedback
Day 42 – Station, pazazz
Today I implemented the station's coach collection mechanic. After playing for a bit, I decided not to reduce the top speed of the train, but just set the speed right down and let it accelerate back up again. This still accomplishes the goals of giving the player some time to think, and regaining manoeuvrability with… Continue reading Day 42 – Station, pazazz
Day 37 – Smoke
Belated update from yesterday - I only had half an hour before popping out to an industry event. I made a smoke sprite for the train smoke, as the Unity default one looked a bit odd, and faded to grey at the edges. The effect still needs some tweaking, but I'm happy that I made… Continue reading Day 37 – Smoke
Day 34 – Further A4
Today I finished the A4 loco by adding wheels and grab rail details, and got it in-game. Once visible, I realised there was an issue with the model's normals - most of them were inverted, probably a result of using splines to cut geometry. After fixing most of them (manually, before I discovered Blender's Recalculate… Continue reading Day 34 – Further A4


