Greetings, dear Comrades of the Soviet Republic and all the fans of our game. Last week, our usual dispatch was postponed due to an exciting venture. We ventured to Košice for the Game Days event, immersing ourselves among fellow game developers. Our absence was felt, but rest assured, the time was well spent, and we communicated our attendance through our Facebook page.
With the Game Days behind us, we dove back into our development efforts, tirelessly forging ahead with campaigns and other features. A noteworthy milestone was achieved only a few days ago—we released the first two campaigns for internal testing.
However, the heart of this report lies in the modest additions and tweaks we've integrated recently. Our vehicle fleet has expanded, welcoming two western road cranes and a hefty dumper. Take a glimpse of these mechanical beasts in the accompanying images.
Our attention was then captured by an issue reported by bballjo, who meticulously tested different road junctions in a video. He observed vehicles engaging in maneuvers that were less than ideal on one-lane roads. Thanks to his detailed feedback, we pinpointed the problem: vehicles did not factor in the entry direction into junctions, much like they would on a railroad. We've recalibrated the pathfinding algorithm, and now it should direct traffic more sensibly.
Another longstanding anomaly caught our eye—the gravel bed beneath the rails. A visual quirk, present since our game's inception, caused incorrect lighting.. We've peeled back this layer of invisibility, ensuring the gravel now basks in the limelight it deserves.
Last weekend wasn't all work; Game Days also provided a rare opportunity for our team to bond. We set up shop with a kiosk, showcasing our game, but the highlight was the personal time spent together, alongside a few members of our inner circle who could join us. If you missed this occasion, we encourage you to mark Game Days 2024 in your calendars. It's not just about us; Košice has much more to offer for the curious explorer.
That concludes our update for this week. While there aren't any groundbreaking announcements, it gives us space to refine and polish, inching closer to a full-fledged release. Yet, the journey ahead is sprinkled with challenges, and we count on your patience and support.
In the meantime, remember to live your life to the fullest. Enjoy gaming, stay safe, and keep an eye peeled for our next report.
Thank you for your unwavering support,
3Division Team
I'd like to disagree on the "no groundbreaking announcements" - getting the campaign into internal testing is groundbreaking ^^
Please include support for Proton or at least a clearer debug method for seeing why the game crashed.
I would like to have my train make multiple stops on its way to the customs house. Unfortunately, trying to load boxcars with different products doesn't work as you know. All the boxcars, as well as tankers, start loading together. We have a refrigerated boxcar that only takes meat. How about boxcars that are designated to only carry certain products or a way that we could choose what goes into each boxcar. I would love to have my train to make several stops and load different products along its route.
I'm looking forward to the release of 1.0 and the campaigns. I admit that I am bored that in realistic mode the constructions are slow and that you always have to create cities, because there is still no other option to satisfy the needs of the population.
Regarding traffic: in my opinion, the main problem is that cars drive into intersections even if they cannot leave them because there is a traffic jam. Well, you could say that's a realistic simulation because many drivers do the same thing wrong in the real world, but in the game it means, for example, that a city that has been functioning for years collapses because a building is being renovated and the construction vehicles are blocking each other.