Today I made tweaks based on feedback and known niggles with the aim of improving accessibility for new players. Pickups will no longer spawn around the edges of the grid (until you've reached a minimum score each game). Pickups on edge tiles can be quite difficult to collect sometimes, requiring planning to avoid running out… Continue reading Day 43 – Tweaks
Tag: gameplay
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 15 – Bottlenecks
Today I spent a while looking at performance - I'd noticed the CPU usage was looking a bit high - 18ms is a lot more than you'd expect for the amount of work this game is doing. It turns out most of that is the work I did yesterday to highlight active rails. It turns… Continue reading Day 15 – Bottlenecks
Day 14 – More game in the game
Today I finished off the rail highlight work from yesterday - it now shows all the connected rails ahead of the train, and it's made the track so much easier to line-up. I also used the active rail info to stop the random tile flipper from destroying the player's layout; I'll probably revisit this soon,… Continue reading Day 14 – More game in the game
Day 7 – Coaches
Today I was intending to work on map randomisation, but instead decided to a bit of gameplay. As a nod to Snake, the player will be picking up coaches as they play that: make the train longer, and therefore a bit more of an obstacle itself if you try to curl back on yourselfboost the… Continue reading Day 7 – Coaches

