The game in question is https://store.steampowered.com/app/4630570/RUNNING_TRAIN/
I never got the appeal for these sim games. From the screenshots, it looks like a beautiful game and I guess I could enjoy the visuals for an hour or 2.
But I don't see how it'd entertain me for hours on end. If someone here is into these sim games, what's the reason you keep going back to them?
for me its the abilty to 'switch off'
I play Euro Truck Simulator 2 (ets) and its my happy place, its just zen, Sometimes i will have a plugin that will get me local radio stations and i will cruise through italy and greece listening to talk shows in languages i don't understand, sometimes i will do it listening to the rumble of the truck, and i switch off, and allow my thoughts to run free.
I've recently started getting into flight sims, and i'm looking for the same sort of thing with that (the only problem with ets is the graphics still looks like a 2013 game) and i think i will get there, its just i'm at the 'learning to fly' stage, and thats kinda difficult. Well, actually flying is surprisingly easy, landing is the tricky bit ;-)
After school I played countless hours of Euro Truck Simulator. It was an awesome escapism. Being a truck driver, driving through sun and snow, in different parts of Europe. Crazy drivers at night, needed to think quick in difficult situations.
Have you ever wanted to try flying a plane or running a city or being a tycoon of roller coasters without having to invest much time, money, and energy to take flight lessons, run for political office, or work your way up through an amusement park company? Sim games let you play with these complex systems easily and walk away when you get bored.
I have never played any train sim, but I read video game press that this one hits different.
A lot of train sim are about building the rail network, where Running Train focuses on driving. The scenery (dozens of kilometers of japanese railway) is beautiful and it reproduces the japanese railway system realistically.
Escapism fun. Being able to do the fun parts of something without the bullshit of doing it for real.
If you fall asleep while playing Truck Simulator, nobody dies.
> including support for the Zuiki MASCON, a bespoke peripheral for train driving sims.
This just makes me feel so glad to be alive today!
I'm on the fence because I have a TSC-X controller and it's unclear if it's supported. Somebody on the forums posted a tool that converts generic joystick axes to keypresses, but not sure how well that works.
"Played properly, Running Train asks you to carefully control your speed, braking, and prompt, safe arrival at train stations, and rewards or penalizes you accordingly"
So it's basically a clone of 'Densha de go!' series.
I wonder if it's got VR. There's not many train Sims that do even though the sim community in general has really embraced VR.
Not yet. It's been asked but since the original dev is doing all the work, he has to prioritize the backlog.
Oh ok I'll still try it out though. But hopefully it'll come one day
It’s beautiful. I wonder how much an LLM was involved if at all.
Well they shipped something, which speaks against LLM involvement.
Pretty much nothing has shipped without LLM involvement over the last 6-12 months
I wish this was true. That AI slop couldn't reach prod and polute our virtual stores and assets marketplaces.
I’m wondering the same thing. I’ve been thinking about getting into solo LLM game dev. I don’t know the first thing about it
You’re all set!
A pattern I’ve found useful in other settings is starting with code for an existing “game” that sort of resembles what you want to make and then modifying components until you have a whole new game but it shares similar infrastructure to the original. So you benefit from the existing system and avoid a lot of problems.
The ideas and aesthetics
Step 1: acquire land for datacenter.
If the Touhou games or Cave Story were released today, all of Hackernews would be like "dude, I wonder what their LLM workflow is like!" Japanese solo hikikomori devs have been putting out insane stuff since long before LLMs emerged.
Not really, those games are very simple code wise. A high schooler could do it (source me).
You could make a bullet hell game engine as a project in an intro CS course.
The hard part is the content in the game, and ZUN was already a composer. That just leaves the code which is easy, and the bullet patterns, which ZUN clearly improved at through his earlier games. (and the art, which is famously bad though endearing)