Game world and track construction

Update June 9, 2014: Please find answers to questions asked here.

The following video gives an overview about the game world and demonstrates railroad track construction. As always, please note that graphics and the user interface are not final.

The first part of the video shows a typical (large) random map. Such a map is generated each time the player starts a new game. Maps can be up to 256 square kilometers large and have a horizontal resolution of 1 meter. Towns, industries, hills, rivers, lakes, forest etc. spread across the map.

The second part of the video is about track construction, probably the most important task of the player. The video demonstrates the simple yet powerful construction interface. Bridges, tunnels, level crossings, switches, parallel tracks etc. can all be built by simply dragging and releasing the mouse. Finally, the video shows two Swiss Re 450 train compositions running on the tracks just built.

Signals are not shown in the video but will be demonstrated soon. Train Fever will support path signals which you may know from the OpenTTD project.

More information on railroad tracks can be found in this previous update.

Finally, an update for those of you interested in the (closed) beta test: It’s currently scheduled for end of June and more information on this will be announced on this website.

Facebook page and development insights

Starting today, Train Fever is also present on Facebook. Don’t miss to push the Like button! 😉

This is especially good news for those of you who like to read our updates in German (the second most important language within our fan community), since the Facebook page will be in German and English.

All information posted on Facebook will also be available on this website. This website remains the central place of information.

Update: On that occasion, we would also like to point out to Train Fever community websites. They do a great job and we would like say thanks for their commitment. Two important community websites already online are:

This said, let us continue with a new update. We give some development insights and explain how a typical steam locomotive, the Class 75.4 Baden VI C, is modelled, textured and animated.

class_75_4_0 Class 75.4 Baden VI C steam locomotive

First, we create a 3d model of the locomotive by using classical 3d modeling software (we use Autodesk Softimage). Based on front, side and top view plans, a triangle mesh is created. For locomotives, the triangle mesh consists of about 10’000 to 20’000 triangles.

In a second step, we create two additional models, the so-called level of detail models. These models consist of significantly less triangles. Our game engine renders these simplified models when the camera is located far away. This way, it is possible to render hundreds of trains at the same time.

class_75_4_0 Three level of detail models

Next, the 3d models is unwrapped, that means each triangle is placed in an optimal way on a 2d-plane. Then we can paint the model by creating (2d-) texture images. These textures are based on photographs (if available) and are created in Adobe Photoshop.

However, we not only paint the model. Instead, there are multiple texture images which define material properties like diffuse color, reflection, surface normals and specular coefficients. All these maps together allow for realistic lighting and rendering.

class_75_4_0 Texture images and final look

Next, we speak about animation. Especially for steam locomotives, the arrangement of axles, bogies and rods can be very complex, sometimes it’s even difficult to understand how it works! Explaining this in detail goes beyond the scope of this update. Therefore we just give a short summary here.

In order to animate the rods, the model is first separated in multiple parts and then multiple key frames are created. The key frames are then interpolated dependent on speed.

A separate (and even more difficult) challenge is the placement of the locomotive on the tracks. If there is curvature, axles, bogies and the locomotive body must be correctly transformed. Also, axles must be rotated dependent on speed.

In order to achieve this, a model hierarchy is created. On the first level there are axles, on the second level there are bogies (usually), and on the third level there is the locomotive body (usually). In order to compute the final model transformations, we first place the axles onto the current track. Then we compute the transformation of the bogies and so on.

class_75_4_0 Axles, bogies and rods.

Finally let us show the result. The first image is a rendering (done with our rendering engine) and the second image shows the locomotive in-game.

class_75_4_0 Class 75.4 Baden VI C with old compartment carriages

class_75_4_0 Class 75.4 Baden VI C with old freight wagons

New concept art, screenshots and vehicles

Development is going smooth, and we found some time to refresh our website and provide new content.

First and most important, we have extended our concept art page. We have added high resolution game objects, game art and a selection of screenshots. Examples include:

train_br_218_cargo_camera_0 Class 218 diesel locomotive with cargo carriages

horse_transporter Horse cargo transporter around 1870

truck_man_side Man 1975 truck side view

cars A selection of cars

Second, our screenshot page now features high resolution images. Examples are:

screen_2048_00.jpg Class 53 Prussian G 3 locomotive with oil carriages

screen_2048_01.jpg Re 6/6 (620) locomotive

screen_2048_02.jpg Be 4/6 “Mirage” street car

Finally, we have updated the vehicles page. More than 30 vehicles are listed there. Each vehicle is introduced with an image and a short description. One example is:

nohab_2048x1152 NoHAB AA 12 locomotive with EW 2 carriages

As mentioned already in the introduction, development is on track and we are confident to be able to provide more updates soon. We also know that many of you want to get more insight into game-play. We try to take this request into account. However, this is somewhat difficult because some aspects of the game are still not 100% implemented (but will soon), and we do not want to present features which finally might not be included in the game.

Vehicles in action

Vehicles have already been introduced here. This time, we show them in action.

The following video illustrates how they look and feel in-game. We present an old steam train (Norris D 1/3, 1847), carriages and freight transport (1865), a street car (Be 4/6 Mirage, 1966) and a freight train (BR V 100, 1958).

All scenes have been recorded in-game and could be reproduced when playing the game.

Graphics, game-play and sound are not final. Also, many details are still missing. For instance, street car catenary is still missing, there is only one model for people, and animation of people and freight at stations is still very minimal. We will handle these (and more) details prior to release, but they have not been top priority yet.

At this time we would also like to announce our partners for sound effects and music.

Orchestral Media Developments is responsible for sound effects. This is a great cooperation because Orchestral Media Developments is very experienced with tycoon games, since they have also produced the sound effects in “Chris Sawyer’s Locomotion” back in 2004.

DALA Studios composes and produces the soundtrack of the game. DALA Studios will produce a soundtrack with a high artistic value. The style of the music will not be too far away from the very well-received Transport Tycoon soundtrack.

About Orchestral Media Developments: With over 30 combined years in the industry and a portfolio of over 350 completed projects, Orchestral Media Developments are at the forefront of videogame audio, working alongside some of the biggest and best known developers and publishers from around the globe including Sony, Mind Candy, Sega, and Nintendo.

About DALA Studios: Based in Winterthur, Switzerland, the studio was established in 1994. The studio is led by David Langhard, a passionate and very talented (live) musician. David plays heaps of different instruments and is in excellent standing with the Swiss music scene. The studio has already composed more than 400 tracks.

Release in Q3 2014

We are making very good progress with developing the game. All major implementation challenges are solved. We have now started to focus on the user interface and game-play details.

Due to a short delay with reaching the last development milestone, we have decided to release Train Fever in Q3 2014. Originally we have planned to release in Q2. Thanks to the new release date, there is more time to bring the game to perfection. Funding for the additional development is already secured.

There will be a closed beta test in Q2. Details on how to register will be announced on this website a few weeks in advance (early enough so that everybody has a chance). The number of participants will be limited.

In the next weeks and months we continue with development updates on this website.

Thanks again for your input and feedback. We try to consider as much as possible, and some of your ideas have already made it into the game. We look forward to releasing a well worked out Train Fever in Q3!