basil

Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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  • in reply to: Complexity and urbanity #1235
    basil
    Urban Games Team

    Thanks for sharing these pictures!

    Multi-level stations are beyond the scope of the initial release. However, there might be follow-up titles afterwards, so maybe one day we are able to make this possible..

    in reply to: Basic Objective(s) #1234
    basil
    Urban Games Team

    The game is biased towards trains, but there will also be trams/street cars and buses. Ships and aircrafts will not be available in the initial release.

    The main goal of the player is to build up a profitable transport network and earn money. However, note that there are also achievements to reach and a skill system which allows for developing new features. We believe that this makes the game more long-living.

    Train Fever is a modern-day Transport Tycoon. There are many improvements over similar games mentioned here. Most important, Train Fever will be much closer to reality. This includes realistic terrain dimensions as well as a realistic simulation of passengers and urban development.

     

    in reply to: Paar Ideen #1225
    basil
    Urban Games Team

    Because of the high number and detailed questions I start with answering a small subset (for now). First I translate here the respective questions.

    6. Track construction

    I’ve seen that it’s difficult or close to impossible to build perfectly straight tracks. Maybe one could implement a feature to make this possible. Furthermore, it should be possible to set maximal speed limits. Also, biased/sloped curves could be useful.

    10. Urban simulation

    Cities seem to develop with respect to density, leading to a huge amount of ugly looking skyscrapers. Maybe one could improve the urban simulation so that cities also develop into new areas with row houses, and skyscrapers should only appear in a small area of a city. Do the cities actually develop into new areas (horizontal, not vertical)?

    11. Nations

    Will it be possible to choose a nation (e.g. Switzerland, Germany, USA, ..) and that the choice influence the selection of vehicles?

    13. Freight transport

    It would be nice to have a wide range of freight types. E.g. transporting coal to power plants. Or freight chains like ore to steel works which produce steel that could be transported to car factories and so on.

    Answers:

    6. Track construction

    Constructing perfectly straight tracks will definitely be possible. Also, there will be different track types which limit speed. E.g. a highspeed track is much more expensive than a standard track. Curvature will also limit the maximal speed. Curves will probably not be biased/sloped because we believe this detail is hardly visible and not essential for game-play.

    10. Urban Simulation

    I agree, current cities sometimes look ugly because of the high number of (similar looking) skyscrapers. This will be improved as you have suggested. Cities definitely also develop into new areas (horizontal), if there is enough space.

    11. Nations

    The game comes with a European look and European vehicels (Germany, Switzerland, England, …). However, there will be a DLC for the US which adds the US look and vehicles. Also, there might be more DLCs for specific countries / regions.

    13. Freight transport

    Our current plan is similar to what you suggest.

    in reply to: Catenary system #1185
    basil
    Urban Games Team

    The current plan is to not include trolley buses in the initial release. However, it’s still possible that they find the way into the release or into a DLC.

    in reply to: What about later Add-ons? #1184
    basil
    Urban Games Team

    To make this clear: Yes, investors also participate in the net profit of the DLCs.

    in reply to: Trains&Trucks Tycoon #1157
    basil
    Urban Games Team

    It’s not pure coincidence. Basically, the people of Trains & Trucks Tycoon targeted the same goal as we do: Develop a modern-day transport tycoon in 3D and without a grid.

    Unfortunately, their publisher Ubisoft forced them in 2002 to publish the game in an unfinished state. After that, there was a long law suit which the was finally won by the Trains & Trucks Tycoon people in 2009.

    • This reply was modified 10 years, 11 months ago by basil.
    in reply to: Bahnhofseinfahrten #1128
    basil
    Urban Games Team

    Wir haben die Thematik der Einfach- und Doppelkreuzungsweichen im Team intensiv diskutiert und denken auch, dass diese für realistische Weichenstrassen sehr nützlich wären. Wir können aber zum jetzigen Zeitpunkt nicht garantieren, dass diese realisiert werden. Diese Weichen stehen auf unsere Todo-Liste, haben aber nicht allerhöchste Priorität.

     

    We have discussed single and double slip switches in the team and agree that they are very useful to construct realistic turnout areas in front of stations. However, we can not guarantee that we can include them in the initial release. They are on our todo-list but do not have top priority.

    in reply to: Competitors / competition #1127
    basil
    Urban Games Team

    The initial release of Train Fever is single player only. There are plans to develop an expansion pack or sequel which turns the game from single to multi player. However, this will only be realized if the sales of the initial release are satisfactory.

    The main reason for this decision is our limited budget. It’s simply not possible to develop the multi-player parts with our limited resources.

    I agree that competition could make the game more interesting. Also, the skill system and characters are well-suited for a competition mode. So let’s hope that the initial release will be a success so that we can realize the multi-player parts then 😉

     

Viewing 8 posts - 16 through 23 (of 23 total)