Map 1 Models + Music + Improved UI

It has been a long time since my last post, but not for a lack of effort! I have spent the past few months working on modeling the first map (and deciding on a direction to go with maps in general), making the game's music, redoing the UI, and working on side projects. I also took a month to learn...

Purchased Upgrades, Costs, Score, and Run Results

In the last update, I added a main menu and a way to purchase / enable upgrades for stats, weapons, and specials, as well as added "subscriptions" for a different type of upgrade. In the past month, I've worked on actually implementing the upgrades into the gameplay for Rail Spirits, adding costs...

Main Menu and Save System

It's been a while since my previous post; in the past 2 months, I have worked on improving my character / organic modelling skills by following along with online courses for different modelling techniques, working on creating the start menu and pause menu UI for Rail Spirits, adding a save system...

Weapon Selection / Upgrade System and New Weapons

The most recent addition to Rail Spirits is a system for giving the player weapon choices and weapon upgrades during a run, as well as two new weapons. I've added a video at the end of this post with a demo of the new features.   Making a centralized weapon system I started with building a...

Cart Movement and Enemy Spawning

I've spent the last week and a half working on implementing a few more core features for Rail Spirits, including getting the cart moving, as well as spawning enemies when the player's cart passes certain points. I also started fleshing out the mechanics of 4 different enemy types. Instead of GIFs...

A first look at Rail Spirits!

For the last few weeks, I've been working on building the groundwork for my first game, Rail Spirits, starting with the combat system. The combat for the game will involve the player riding a cart along a fixed path, and they can add up to 3 weapons to the cart per run. I created a very basic test...