Hey, thanks, everybody! This is great!
JoshL, et al. – A way to see what action you will perform on a tile and how much it will cost is something I’ve thought about a lot and worked on a bit. Unfortunately, from the tests I’ve done so far, with the coding solution I’m using (Construct 2), replacing the mouse cursor leaves you with a very sluggish experience. And as someone said, it’s not real mobile-friendly, which I don’t want to lose unless I must. I put the list of prices on the first page because I figured people might have to keep going back to it for reference.
As for a sense of progression: Yes, I think that (like Oasis) it would be neat if every X levels or so some of the level generation and gameplay rules changed slightly to create a different dynamic. More mountains, multiple cities, higher costs for this or that. I want to establish the core systems before messing with that too much. It’s definitely the case that it gets samey after not too long.
Charlatan – Trust me, you’re not bad at the game, it just doesn’t do a great job explaining itself. I hope you might stick with it and be able to play through at least a few rounds. My advice would be to not worry too much about technology and wood, but focus on building stations near the other resources and running them to the city. I’ve never seen that $Infinite bug before! If you get that or the NaN thing again, take a screenshot if you’re able to and send it to me in a PM. I’d like to know what’s going on there.
Re: Exploring. A few of you mentioned that this seemed unnecessary or like busy work. That’s fair. It might be that the cost of it isn’t properly balanced (if it’s too cheap, then there’s no reason not to expose the whole map, and then it’s not an interesting decision). On the other hand, maybe it’s just not working at all. Here’s the concept: If you’re trying to conserve cash, you want to explore as little as possible. But you need to find the valuable resources like gold and coal, etc. When you run into empty hills or mountains, these give you some clues as to where to go looking for resources because they follow certain shapes and patterns (as well as providing obstacles to slow down your trains). I have some thoughts about giving exploration a bit more bite–slightly bigger map, higher cost further from the city–but I’m not sure yet which to try first.
CraigM – The trains teleporting to the top corner is a common effect of their pathing getting broken. I haven’t seen that for awhile, but I’m sure it’s because I play the game exactly how I expect everyone to play it, and I’m missing some perfectly reasonable action that I haven’t accounted for. If you see it again and can describe the path you laid out, that would be helpful. As for resources, gold and coal and wheat are the goods that make you money. Wood can be gathered as a secondary resource for research (there’s a technology that makes it worth some cash, too).
I’m pretty confident that $200,000 isn’t too high to start, but of course I understand the mechanics thoroughly. If you focus on building stations near gold, coal, and wheat, and connecting them to the city, I think you’ll start to make enough to get to later rounds. You’re totally right that knowing your goal would be nice, since it changes each round, but I also figured that whatever it is you’re going to be trying to maximize your profits regardless.
The factory is probably the most complex tile in the game. You have to run your track through it; when a train arrives at the factory, its value doubles (though you don’t get that money until it reaches the station). If you invest in the factory (so there’s a blue flag on it), you also make money when the train stops there. I think of it a bit like buying a processing facility in Railroad Tycoon. Tell me if any of that makes sense.
porousnapkin – Glad you like it! I wonder if familiarity with Oasis helps get one in the groove of the game a little quicker. No doubt an undo command would be huge–both a huge help and a huge undertaking! I’m glad you ask that question about research because I wasn’t at all clear on that point: Research resets every level. You don’t carry any tech over between levels (just cash and wood). Your suggestion of “activations” is one I’ve heard from another playtester and it does make sense to give the game a feeling of building upon itself. I will definitely be considering it. I had thought of multiple cities, but not to have them looking for different goods! I’ll hang on to that idea!
jsnell – See above for some thoughts on exploring and undo. I agree that the routing would be great to have automated. Doing it manually was not how I originally envisioned it, but it’s turned out to be the best option for the prototype, although I know it’s tedious. An automated system might be a bit beyond my capabilities (I’m actually not really much of a programmer). In a lot of cases, it would be totally simple to direct the train down the shortest path to the city. The factory complicates things; you at least have to ask the player “Would you like to route this train through the factory?” Extra player input, but basically the same functionality as going to the city. In rare cases, though, you have multiple routes possible and the speed the trains travel over the different terrain–which can be affected by improvements like trestles and also technologies you’ve bought–impacts which path you want to take. Having the game work that out it not impossible, just a bit complex. And I think sometimes you’ll want the ability to tweak the path, and off the top of my head I’m not sure what the interface for that looks like. Anyway, agreed, it’s a conspicuously burdensome system for the player and ideally it shouldn’t be.
The difficulty curve is definitely not terribly well tuned. And it’s true that the only incentive for playing through level after level thus far is getting a high score. Which is not saved or recorded in any way yet. As mentioned above, I picture a campaign taking you to a new region every four or five levels, with each region having slightly different map generation traits, new terrain types, or special rules.
Wow, a hex map really would make things interesting! I guess I hadn’t really considered it. Certainly works for a lot of train boardgames. It would be an overhaul, but I don’t think it would change most of the underlying logic. I will certainly consider it.
Thanks for your time and thoughts, everyone. If you play more, please tell me what else you find is working or not working!