NIMBY Rails is out now in Early Access! Build railways anywhere in the world, at 1:1 scale. Manage lines and trains and show off how you can run the best service the world! #gamedev#indiedev
https://t.co/9VbnorOCvs
https://t.co/ncdlPyGOUH
July devblog: geeking out on pathfinding for a major speedup, timetable UI and logic problems, and new track bulk editor #gamedev#indiedev https://t.co/eHB33o0an4
March devblog: platform footprint extensions, station coverage areas rework, blueprint collections, fixes for train direction reversal behaviors, and custom map labels. #indiedev#gamedev https://t.co/J0eVfouM6p
NIMBY Rails v1.4 is now in the beta branch! Main new features include mercator correction, buildings, curved platforms, freeform stations, and track editor copy paste. #gamedev#indiedev
https://t.co/yYGMz0B50e
January 2022 devblog: Steam Deck compatibility review, saves backup, curved platforms 🤯, and a new game object kind: buildings. #gamedev#indiedev
https://t.co/1h3MPaMJhr
December 2021 devblog: end of v1.3, Mercator distances correction, horizontal constrained tracks, and layered drawing for trains. Happy new 2022! #gamedev#indiedev
https://t.co/NRad32dIZW
NIMBY Rails devblog for November: alerts, charts, no way signals, bug slaying and a promising new optimization for multiplayer. #gamedev#indiedev
https://t.co/GyVnDMkusT
NIMBY Rails version 1.3 is now in the Steam beta branch! New elevation layer, new population layer, region boundaries, user defined tags and rendering optimizations. #gamedev#indiedev
https://t.co/SDhWA5iuBd
September devblog: new map vector processing pipeline, administrative boundary regions, new instanced line drawing and the start of the tag category system. #gamedev#indiedev
https://t.co/J1pJ92h6wd
I put the light rail parts of the rejected 2017 Nashville transit plan into @WeirdAndWry NIMBY Rails sim, using the transit centers listed in the plan and adding some likely stations along the 5 routes. The Nolensville line seems to be the most popular.
NIMBY Rails August devblog: private train pathfinding, new elevation raster layer, and new high quality population density layer. #gamedev#indiedev
https://t.co/ggxHzxOmk1
"I decided I wanted to include a map of the whole world, to make the game playable offline, with as much data as possible, in 20GB or less."
NIMBY Rails. What a great dev blog! https://t.co/P0X5c7or4c from @crlscrrsc and @WeirdAndWry
"The swapfile is my database"
Version 1.2 beta is now available! Single track, track signals, freeform intersections, parallel track constraints, line service levels and automatic line timings. Plus we are part of the Open World sale, get NIMBY Rails at -10%! #gamedev#indiedev https://t.co/MgI7XzS8EI
Progress update Sunday 2 May 2021. Have had to re-construct the entire network due to an earlier misunderstanding regarding station lengths. Turns out 1:1 scale means 1:1 scale. Whoops. No need to double their length. About 80% reconstruction done. -->
Devblog for April 2021: single track, new high res track textures, more versatile track branching, diamond intersections, reviewed train-station flow, and prototype user signals. #gamedev#indiedev
https://t.co/TPAd4OD1Ir
.@WeirdAndWry has created an immensely impressive world-wide sim sandbox environment for the truly nerdy. I've finished my first line at long last. I have a depot. But it looks like scheduling it all up will be a learning curve in itself :) Ah well, it's worthwhile I'd say.
Devblog for March: massive performance gains thanks to the new pathfinder and its multithreaded implementation, dynamic texture management for mods, asset listing, new train speed control and more!
#gamedev#indiedev
https://t.co/nRawHswtbP
@SydneyWorks Platforms are composed of 2 track segments. Older version displayed the length of the 2 track segments separately. New version adds them and only displays one length. The total length remains exactly the same.