Live data from Hacker News

Train sim created by just one person is being called the best ever made

kotaku.com

261–270 of 375 posts

Re: Train sim created by just one person is being called the best ever made

#261

Earlier quoted context omitted.

derail valley is pretty good in VR if you've not tried it.

Ah I think I've seen it but it's not a serious sim, right? I'm really looking for a more serious one. Edit: It does look serious on steam, maybe I am thinking of another. Thanks!

Derail Valley is about as serious at it gets!

Re: Train sim created by just one person is being called the best ever made

#262
post #120
post #95

Another notable, if old, train simulator from Japan is OpenBVE. It was easy to model railroads on it. Many short Brazilian routes were/are modeled in OpenBVE. It is particularly convincing since it simulates well the typical lateral wobbling that metric trains are known for.

Do you mean actual Brazilian railway track engineers used this game to plan/develop actual routes? Or just that you can play Brazilian routes in the game?

Just to play the routes.

Re: Train sim created by just one person is being called the best ever made

#263

So is it fun to play or just fun to look at? I'm getting "Mixtape" vibes from the article (not good!)

You probably won't enjoy it because it's a sim game and not fun in the same way Super Mario Bros is. But it's probably more interactive than Mixtape since you are operating a train.

I personally probably won't play Mixtape or this game but both look like good experiences to me if you are in the respective target audience.

Re: Train sim created by just one person is being called the best ever made

#264
post #59

I always wonder how a solo developer can source high quality assets like these, plus develop a full game with them. In this case did the dev create the assets or did they purchase them from a freelancer? How much would purchasing this many assets cost?

It wouldn't surprise me if Japan has its own market for train assets. There's a big community of train simulators! Go to the Kyoto or Tokyo train museums, they have dozens where you step into a replica of a train cab and then drive a photorealistic simulation (sometimes also just film) - the ex-keyboarder for Casiopeia runs a train simulation game company that makes those since the 90s ( https://en.wikipedia.org/wiki…

You can buy them overseas from online secondhand stores like mandarake and play on your switch, because there is no region lock. Interface will still be in Japanese, but it is pretty obvious what to to and how.

Re: Train sim created by just one person is being called the best ever made

#265

Earlier quoted context omitted.

Unreal is completely free for up to $1 million in revenue. And at that point, the 5% royalty is very much a happy problem.

Lifetime royalty fee on any related worldwide gross revenue is a happy problem?

Should unreal give away their work for free? What is your argument. They don’t take a single royalty until $1mm and 5% is not a wild number considering it’s making use of the engine.

Heck steam takes 30% which is much more egregious but factoring in costs of running steam, payment processing and the free marketing its almost always worth it.

Share a counter argument to how it should be please.

Re: Train sim created by just one person is being called the best ever made

#266
post #139
post #123

Earlier quoted context omitted.

I think this is incredible, and I am so happy for him, he deserves all the praise he gets (and maybe more). I will sin and make this about me, briefly, but just to say that when I was a kid/teenager with a really slow computer, a) I enjoyed coding much more, b) I think I was a way better programmer. Constraints make you better, you have to be smarter. I miss those times.

Well, nothing is easier then adding constraints. Removing them is what's difficult - so why don't you add them back if it makes you a better programmer and you enjoy doing it more? Personally, I think the reason you enjoyed it more as a teenager is just down to the fact you were fully in control of what to do and had no external pressure to earn money etc, so if anything you had less constraints - at least from my po…

Which is often the case in music too actually. So many famous artists and bands created their best work early in their careers. You would think touring and several albums make them perfect the craft of making songs, but I think involving money and external pressure actually kill the creative spark if you’re not mindful about it.

Re: Train sim created by just one person is being called the best ever made

#267

Earlier quoted context omitted.

It's important to keep development going but commercial projects is not the only way. Godot Foundation exists and there are plenty of others in open-source space. A nonprofit means actual reports about how money is used, and it's not as if commercial projects are somehow better because they don't fold or get sold or canceled. And even between commercial ways, charging royalties is one of the worst. It doesn't cost Ep…

Nothing against Godot, it's a great project, but looking at the wikipedia list of notable games using the engine, there's a single one I have heard of. Meanwhile about 28% of the market share of all video games is using Unreal. So I don't really see the need to make "everyone much happier" honestly. > Sell additional services which actually do cost you money to keep up After a game has been released a solo dev often…

There are notable games missing from that list. Unrailed 2, for example, which is, in my opinion, one of the best games ever created. I am not even a avid gamer and I recognize several games from that list.

Re: Train sim created by just one person is being called the best ever made

#268

Earlier quoted context omitted.

Surely better than this engineer having to pay $100k upfront which would likely mean he never made the game at all. 5% over a million seems pretty reasonable to me. I guess it'd be an issue if profit margins were thin, but that wouldn't be the case here.

Sure as long as we acknowledge that this isn't really free it's just deferred payment

But it is free up to $1mm in revenue. Anyone can go and download the engine and use it as much as they want free. It is really smart and honestly $1mm is a generous entry point to capture a royalty for everyone involved.

Re: Train sim created by just one person is being called the best ever made

#269
post #170

Earlier quoted context omitted.

To be able to use this tech in the first place? I have no glue about business problems but this sounds far better then the 30% rip off by apple and Google app stores....

> 30% rip off by apple and Google app stores Sounds like a happy problem to me;) By the way you don't only have to file a report for Epic whenever you release a game using UE, you also have to report them your yearly sales and calculate what income is "directly attributable to UE" for that game. For an ordinary small person, for whom you imply lifetime 5% off gross worldwide revenue is a "happy problem", this is way…

What is this insane argument. Now you are telling me it’s a burden of paperwork because reporting your revenue gets complicated?

Re: Train sim created by just one person is being called the best ever made

#270
post #139

Earlier quoted context omitted.

Well, nothing is easier then adding constraints. Removing them is what's difficult - so why don't you add them back if it makes you a better programmer and you enjoy doing it more? Personally, I think the reason you enjoyed it more as a teenager is just down to the fact you were fully in control of what to do and had no external pressure to earn money etc, so if anything you had less constraints - at least from my po…

Which is often the case in music too actually. So many famous artists and bands created their best work early in their careers. You would think touring and several albums make them perfect the craft of making songs, but I think involving money and external pressure actually kill the creative spark if you’re not mindful about it.

Those early albums often consist of material that was basically battle-hardened by the time it reached the studio. Bands early in their career often spend lots of time all in the same room, writing songs together then do lots of playing for small crowds, where they get a very up close feel for the audience response. Material that doesn’t go over well with band mates and audiences gets dropped.

With the industry’s album release cycle, bands are often under time pressure to cut a new album, so they end up writing in the studio, each person laying down tracks individually, and missing out on all the feedback of earlier iterations.

Post reply on HN