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Project Train Issue No. 007

Devlog #7 "The First Passenger"

Over the course of three weeks, the first female passenger appeared on the train, the stations got their schedules, and I sewed the interface out of fabric. And yes, the player now has strings, just like a real marionette :)

An elderly woman, a passenger, is standing on the station platform

01 / Video

Video devlog

02 / Innovation

The First Passenger

The zombies from the pre-made set have finally made way for our first passenger. She’s a grandmother wearing a headscarf, with button eyes and stitches on her face. She’s made from the same burlap as the player, and she already has four animations.

An elderly woman, a passenger, is standing on the station platform
The First Passenger. An elderly woman waits for the train, ticket in hand

The Dead Man might be traveling disguised as a grandmother. Two things give him away: you’re breathing out steam next to him, and your ticket shows a departure date from the last century. In the screenshot, for example, it’s June 12, 1975. So now we’re checking the date, too :)

There are two to four stations for banishing the Dead Man. If you don't make it in time, he'll crumble, each player will lose 20 reputation points, and you'll feel dizzy for a full minute.

03 / Innovation

The stations now have schedules

You have 30 to 50 seconds to park; the remaining time is shown on the clock in the corner of the screen. If you delay departure, the crew loses 2 reputation points every 5 seconds. If you drive past the station, you immediately lose 5 points.

Other events are now tied to the stop itself. At the station, you receive reprimands for mistakes, defeated monsters are removed, and roles are reassigned. I also tweaked the branching paths and the train’s movement. The music automatically switches between the track and the station as well.

train on the platform
The parking time has expired

04 / Innovation

Stitched Interface

I sewed the interface out of felt and burlap. The reputation badge now hangs at the top. When the number changes, a tag on a string flies up to the badge. You can immediately see how many points were added or subtracted and why. I made the same tags for money.

reputational damage
Here's what the penalty for an error during an audit looks like

At the bottom is the role badge. Each of the five roles has its own color, and the names are listed in both Russian and English. The portrait next to it is live. A separate camera films your doll, and a shader removes the background and processes the frame. If you turn your head, the doll in the portrait turns too. If you pick up an object, it appears there as well.

Analysis of the Camera Shader
A shot from the second camera turns into a portrait of the conductor

05 / Fix

Hands and Threads

Before, the beam ran along your arm, and you could look directly at an object and still miss it. Now the beam comes from the center of the screen, and your arm reaches toward whatever you're looking at.

demonstration of hand rays
It used to be one way, but now it's another. It's easier to get into a specific program now.

The player also has three strings now-one from the head and one from each arm. When the puppet moves, the strings lag slightly behind, swaying and wrapping around the puppet’s body. All in all, we now have real marionettes :)

wires extending from the conductor
The strings of a puppet in the game

06 / Future

Plans for Next Week

  • Put together a shift from several stations.
  • Create a screen showing the shift's results.
  • Conduct a playtest with a friend.

Thanks for reading all the way to the end! See you in the next devlog :)