// edit: screnshot deleted since graphics style has changed a lot and deletion avoids misleading assumptions regarding future look of the game
If I look at the building on the screenshot, it's made of blocks, which reminds me the game block'hood, which is a good looking, creative game, but would probably perform much better in 2D like RCT2 than in 3D.
I like the concentric curves, they are very clean. You can see the track is one grid square wide, how "tall" is it? That is, how much vertical clearance is reserved? I guess that's not important now, I'm just curious.
I will say, I don't like the slopes. It's a constant limitation in Locomotion, where you can have a slope OR a curve. Just like real railroads, you'd want the option to have both in the same location. The entire network of track, switches and sometimes stations may be on a constant grade / slope. I'd like to see much longer shallower slopes which function the same as flat track (with curves and switches), except of course the trains themselves would struggle up hill and roll easier down. It that case you would not need new 3D models for slopes, the track slope is mild enough you can just display flat track at a slight angle. The joints between the flat and slope would be unnoticed and it would eliminate the vertical curves seen in your image at the beginning/end of each slope.
Anyway, for P1SIM long more mild slopes may be impractical. You can choose to make it more like a game with exaggerated slopes, or more like a simulation with much flatter track. I guess the real consideration is how far you want the train to need to travel horizontally before it gets high/low enough to pass over/under other track, roads, buildings, etc. The farther the distance, the more difficult the game. Lighter trains can overcome steeper slopes, heavy freight trains need long mild slopes and broad curves. Oh man, this goes on and on...
... I guess I'm more passionate about slopes than I thought.
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