Trains.NET
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Gameplay
The age old question, is this a game, or is it a watch-trains-go-around-tracks?
- [x] Toggle between Build and Run modes
- Pointer, Eraser and Track tools are in build mode
- Run mode has train controls instead of those tools (keeps pointer tool for panning)
- [ ] Trains are electric
- No smoke particles :P
- Each train has a battery, and power level
- [ ] Add debug layer to show battery %?
- [ ] Carriages add more battery eg, another 75% of a trains total battery
- Will have to tweak the number obviously
- [ ] Battery depletes as trains move
- The faster they go, the faster it depletes
- More carriages, more power used
- Steeper hills, more power used
- Below 30% battery, speed is capped at battery %
- Battery slows to 1% and speed to 1%, but not a complete stop. Solar panels on the roof of trains can keep it idling along like this
- Does solar recharge the train if its moving? People could create a siding to stop trains while they recharge?
- [ ] Day/night cycle?
- The faster they go, the faster it depletes
- [ ] Need (help!) to create a function for all this to allow for balancing
- eg. If you stop a train how fast do the solar panels charge it back up to 100%?
- eg. How much do carriages deplete the battery vs add power? Does a train with no carriages run out of battery first, last, or at the same time as a train with one carriage?
- Is there a tool where I can visually tweak a graph, and have it output a function (in C# code?!)
- [ ] Create inductive loop charging tracks that charge the batteries
- The longer a train is on them, the more charge it gets, ie, faster train gets less charge. train with carriages gets more (but has more batteries to charge)
- [ ] Trains are only created at train factories
- This solves the problem of how to place carriages on a track in the right orientation - don't!
- [ ] Factories need to be able to be rotatable to connect to vertical or horizontal tracks
- Factories only have an exit, trains can't go back in
- [ ] Factories have a controllable size of trains it creates (eg, number of carriages)
- [ ] Factories have a controllable rate for producing trains
- [ ] Need points on a T intersection to facilitate factories
- Trains need to be able to leave factories and enter the loop, and not be able to come back
- [ ] Points is controllable in Run and Build modes
- [ ] Pointer tool needs to work for selecting trains, and adjusting points, before panning
- [ ] Add more T-intersection types. currently we have Y type, what we really need is a proper T (ie, should be able to go from left to right on a left-right-down track)
- Far far future: Allow programmatic control of points via Blockly integration
- eg. this train should go left, this one should go right
- eg. switch to left for one train, then right for two more, then back to left
- [ ] In Run mode avg speed of all trains needs to be above X km/h or game over
- Would mean we can't have a day/night cycle? Or does it only count trains that have enough battery power to move, but aren't?
- [ ] New maps have a factories placed randomly on the board, with random terrain. You need to draw tracks to take the trains away, and then keep them moving
- [ ] Eventually, money
- Drawing tracks can be free, but you shouldn't be able to just make a track entirely out of inductive charging loops I think
- Need ports and depots to pick up and drop off cargo to earn money
- Alternatively, stations and people buying tickets
- Make sure there is a Zen Mode where money is optional and you can just watch trains go around