Devlog 4/26/18


We're entering crunch time again, next week is our final playtest date before we have to submit a working  executable. It's unfortunate because there was still so much we wanted to implement but we will have to settle with what we've got right now. We did have another playtest this week, this build included a new level, multiple train engine types, and all the remaining enemy and train car models. We also got a win and lose state implemented, although due the way the enemy waves are set up the win state doesn't activate even if all the enemies are cleared. There were several other issues on top of this which was to be expected, you can see the full list in the patchnotes, but as of right now those bugs have been resolved already.

As I mentioned we have until the end of next week  to finish up the game, so we have finalized each of the departments tasks. Level design has been barred from making new levels, so we will have 4 for our final build. Their task is to go back and adjust the previous levels enemy waves to make them more structured and less of a swarming mess. The programmers are primarily working on polishing and bug fixes. The 2D artists are working on the marketable/advertisements, posters, digital banners, etc. Modelers are pretty much done, just on stand by if a model needs to be fixed/edited. The animators are making short cutscenes for the game over/win screens, just brief 3 - 5 second animations that'll play before you can restart or pick the next level. 

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