![]() Then they can draw lines between those parts to signify traction, or electrical power. But now Dovetail can assemble their behemoths from their core component parts - dragging and dropping a fuel tank, say, or a diesel engine or a traction motor, from the tool palette and into place. In the legacy game, each train was a customised version of one of six different models. The studio have scrapped their existing physics system, instead working with experts in the locomotive industry and poring over their own research to come up with a new system. Jump aboard those machines and you’ll find that Dovetail’s trains have been rebuilt - and not just superficially. “These things are towering behemoths, they’re enormous.” “You really get an impression that this is a big machine,” says Peddlesden. What’s more, looking up in first-person at the heavy haul engines of Train Sim World’s first release offers a new sense of scale. It’s not hard to see the appeal of hopping into a box car like a Hollywood runaway and letting Train Sim’s driver AI carry you far away. You can stand in the yard, or climb in and get the conductor’s eye view.” “The fact that you can now walk around means that you don’t have to drive the train. “There’s a lot of things to do in the game that don’t revolve around driving the train,” explains Peddlesden. In previous versions, some liked to park an engine in a siding - somewhere stationary to get a trackside view of the other trains rolling past. For a significant subset of Dovetail’s players, driving the trains is only a part of the appeal. To understand why that’s important, you need to understand Train Sim’s audience. “The ability to get out of the train, and to separate the concept the train and the avatar as a person who can go and drive trains.” “A first-person mode was one thing I really personally wanted to bring in,” says Dovetail Games' Matt Peddlesden.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |