Track laying and route creation is working

I finally got a working version of track laying and route creation which I’m happy with. Routes are built by creating legs from station to station automatically (shortest pathfinding station to station takes place at creation) or by manually creating them by clicking the tracks. Once you have created your route, you can buy a train, assign it to this route and set its car load. You can take a look at the below video to get a feel for it: Please subscribe to my newsletter on the homepage or follow me on youTube or twitter – this will give… Read moreTrack laying and route creation is working

Resource type

I’m still thinking about the kind of resources which would be produced and delivered in the game – still work in progress but got some precious input from Redditors. I’m looking into a mixed model with the primary resources represented by primary colours – mixable in factories and in parallel a classical resource system with goods, passengers, mail, food… etc… See the Reddit post below for more information –

Station to station connection

Now that I have functional station placing and track laying scripts, I have started working on getting the station to station connection based on the length of the various possible connections. Current idea would be to propose for each station to station combination up to 3 routes (shortest 3 ). Scripting and testing this will take some time but I wanted to share, below, a diagram of the logic I’ll be looking into: Curious on where this project goes? Please subscribe to my newsletter on the homepage or follow me on youTube or twitter.

Track laying script

A image representing my track laying script for my unity made transport and logistics management game: Simple Logistics

So, I have made progress with my track laying script. (video below) It works. Which, I guess, is good. Of course a lot of tweaking and improvements are still needed but the basic functionality is there. You start your track in a station and select a valid waypoint – the script then creates a track between the 2 points and checks what is underneath: Forest – increased cost River – no waypoint possible and significantly increased cost (bridge) Mountain – impassable Village – impassable Other track – impassable Cost is calculated in function of the above and of course the… Read moreTrack laying script

Map generation – first working version

An image of a map generated in my logistics game by the map generator made in unity

So, even, if many items still need to be set, I have worked on my map generation script and have a first good working version of it – a first terrain generator – map generator. You can see here a few generated maps. I’m quite happy with the results – notably as it takes perhaps a second to generate the map. You can see: Mountains Rivers Lake and ponds Forest and isolate woods Villages – with a minimum distance factor Resources (Red Green Blue) – with a minimum distance factor. I’m going to look into adding swamps (near river, lake… Read moreMap generation – first working version

It’s simple logistics

A banner for the indie game Simple Logistics - a transport, logistics management game - the banner represent a map from the game

As I type this, I’m aware of the possible futility of it, as “Simple logistics” may end up being just another Unity/Game project I kick off and drop after some time – due to boredom, lack of time or lack of know-how… But still – let’s give it a try and believe we can make progress. I have a background in logistics so it seems logical to try and develop a game in this field. At least the understanding of the functional aspect of it will require less work. So, the current, initial, idea behind “Simple logistics” is as its… Read moreIt’s simple logistics