Map Editor with first set of custom maps is finally released! These are main features you can use to support your creativity:
Load / save so called "Scenarios" (it means custom maps, in the future, these will come with custom scripts as well).
Support for loading / saving height map, vegetation or humidity maps - you can obtain heightmap of any world location via this site https://terrain.party/. Place heightmaps to /heightmap/ location inside the game directory.
Generate initial terrain, industries, towns, trees by a single click in the editor, so you can quicky modify already populated maps.
GPU accelerated brushes able to generate various noises, modificate terrain, add / remove trees of colorize grass as well as healing brush after loading noisy heightmap, brush able to draw rivers and more.
Manually place, rename and grow towns or you can draw roads and place buildings to design town manually.
Manually place industry buildings so the game will generate them on these locations.
You may place also infrastructure including rails, bridges, tunnels, stations to create specific initial conditions.
You can add textual description to your map so everyone can read this before starting new game on your map.
Easily shareable *.mss files with each maps (located in /scenarios/ inside game directory).
First set of hand made maps (6 handcrafted maps for now, some of them comes with initial infrastructure to support your business start).
7000+ real towns locations and sizes for automatic placement (you need to set proper latitude / longitude of area chosen).
Many fixes and improvements, optimizations.
New steam engine "Elishka" :)
I am looking forward to see what creative people like you can create with these tools! Please share with us your maps and best of them accompanied with your name can make it into the next build update ;)
It has been a loooong time, full of issues to solve, unclear plan estimates and I am so glad we can move further and finally release the Mashinky's map Editor!
Changelog is quite long, so I need to prepare it for you, but in few days, I will release editor update with these main changes:
Support for loading / saving height, vegetation or humidity maps
First set of hand made maps
7000+ real towns locations and size for automatic placement
Many fixes and improvements
New steam engine "Elishka"
It was not an easy task and I want to appologise to all of you for such delay. What started as a "hey, lets add possibility to load heightmap" to something rather complex requiring to rewrite some game parts (generating towns, industries, changing map size, dynamic ownership of map items etc.).
I've learned a lot and I will do my best to meantime ensure some content updates coming.
Full steam ahead!
I've also decided to focus on Mashinky and I will work on this game on full time starting next month! This should speed up the development radically. We can also switch back to content updates soon!
Thanks for all your patience, looking forward to see your creativity in the Editor and have a nice weekend!
Editor is close to be finished and we are working on initial maps that will be available together with editor release (for those of you who are not looking forward to spend hours creating your own world, there will be prepared maps to let you benefit from editor release even if you don't use editor at all).
Meantime, quite many things happened meantime I want to share with you!
Czech - Slovak game of 2017
Once a year, the Czech Republic celebrates the best Czech-Slovak game for the past year. The general public decides in the largest survey and the results were announced March 14th 2018 in Prague. Mashinky got a nomination and I arrived to this festive announcement with my graphic artist. And guess what? Mashinky won!!
Now Mashinky is officially the best Czech - Slovak game for 2017!
It is a huge honor to me and the team and it gives us even more energy to work on the game. Also I want to thank you all who voted for us!
Family upgrade
My daughter was born on March 17th! I know it doesn't mean too much for Mashinky community, but since for me it is quite life-changing and it is also reason I was few days offline, I want to share with you also this great news :) Now I am proud father of this young beautiful lady Eliška ;)
Development speed up
The last but not least update I have for you is something I cannot announce yet, but in 2 months, I also plan to boost Mashinky development speed a lot, so stay tuned ;)
Editor is close to be finished and we are working on initial maps that will be available together with editor release (for those of you who are not looking forward to spend hours creating your own world, there will be prepared maps to let you benefit from editor release even if you don't use editor at all).
Meantime, quite many things happened meantime I want to share with you!
Czech - Slovak game of 2017
Once a year, the Czech Republic celebrates the best Czech-Slovak game for the past year. The general public decides in the largest survey and the results were announced March 14th 2018 in Prague. Mashinky got a nomination and I arrived to this festive announcement with my graphic artist. And guess what? Mashinky won!!
Now Mashinky is officially the best Czech - Slovak game for 2017!
It is a huge honor to me and the team and it gives us even more energy to work on the game. Also I want to thank you all who voted for us!
Family upgrade
My daughter was born on March 17th! I know it doesn't mean too much for Mashinky community, but since for me it is quite life-changing and it is also reason I was few days offline, I want to share with you also this great news :) Now I am proud father of this young beautiful lady Eliška ;)
Development speed up
The last but not least update I have for you is something I cannot announce yet, but in 2 months, I also plan to boost Mashinky development speed a lot, so stay tuned ;)
When I started to work on the Mashinky editor, my plan was pretty simple: to allow you to import custom heightmap and place towns where you want...
One month later, I was implementing filters, real town placement and enlargement tool, GPU-accelerated brushes or designing how industry could appear on the map when it's place is meantime occupied by player's infrastructure.
So many features needed let go of the fantasy when creating custom maps. And still it just scratched the surface.
There are many features finished, some more features to finish, but today, I am going to start small series about brushes.
#1 - Flatten. It is able to copy height easily.
#2 - Geo Noise. With this tool you can easily add random landscape where needed.
When I started to work on the Mashinky editor, my plan was pretty simple: to allow you to import custom heightmap and place towns where you want...
One month later, I was implementing filters, real town placement and enlargement tool, GPU-accelerated brushes or designing how industry could appear on the map when it's place is meantime occupied by player's infrastructure.
So many features needed let go of the fantasy when creating custom maps. And still it just scratched the surface.
There are many features finished, some more features to finish, but today, I am going to start small series about brushes.
#1 - Flatten. It is able to copy height easily.
#2 - Geo Noise. With this tool you can easily add random landscape where needed.
It has been few busy weeks, not only because of work on editor, but also due to preparation of my attendance on a great event called PCGamer Weekender in London. Only 2 days and I will be sitting in a plane flying over this beautiful country with such a strong train history.
I am writing this not only to apologize you guys for less updates or news about the game, but also to invite you:
If you happen to attend PC Gamer Weekender in London 17-18 February, visit me on stands D33+34 and talk together about games and also play Mashinky ;)
It has been few busy weeks, not only because of work on editor, but also due to preparation of my attendance on a great event called PCGamer Weekender in London. Only 2 days and I will be sitting in a plane flying over this beautiful country with such a strong train history.
I am writing this not only to apologize you guys for less updates or news about the game, but also to invite you:
If you happen to attend PC Gamer Weekender in London 17-18 February, visit me on stands D33+34 and talk together about games and also play Mashinky ;)
I am still working on editor and although it seems to be much bigger task than expected, I am sure that every extra hour of development saves a lot of time for all of you when modifying your maps.
I've switched to GPU accelerated 32bits terrain editing and add few extra filters for you. The WIP editor is now able to:
High level heightmap tools
This is the basic rough terrain creation.
Load / Save height maps from various image formats
Blur - blurring heightmap (it is like aging hills)
Median - removing noise (usefull when loading heightmap from file)
Voronoi - random tiles with different altitude
Voronoi slopes - random tiles with slopes
Gerstner sharpening - making walleys wider and mountains steeper
Water erosion - most powerfull tool for water eroding
Humidity
This affects color of grass.
Load / Save from file - using humidity mask for grass color
Generate drainage areas and humidity
Vegetation
Trees, forests.
Load / Save from file - using density masks for tree generating
Generate randomly according to density selected
Towns
This helps you to populate map quickly
Load from file - it is able to generate real towns with relative size according to chosen latitude & longitude (database with over 7000 real towns)
Manually grow / Delete / Rename towns
You can also place each building and road manually
It's still ongoing work and we need to complete it and test all the functions deeply, but the internal editor is now able to create quite nice terrain in a few clicks;)
Next stop: Brushes! :)
Stay tuned for few more days and soon you will be able to lay your hands on it too ;)
I am still working on editor and although it seems to be much bigger task than expected, I am sure that every extra hour of development saves a lot of time for all of you when modifying your maps.
I've switched to GPU accelerated 32bits terrain editing and add few extra filters for you. The WIP editor is now able to:
High level heightmap tools
This is the basic rough terrain creation.
Load / Save height maps from various image formats
Blur - blurring heightmap (it is like aging hills)
Median - removing noise (usefull when loading heightmap from file)
Voronoi - random tiles with different altitude
Voronoi slopes - random tiles with slopes
Gerstner sharpening - making walleys wider and mountains steeper
Water erosion - most powerfull tool for water eroding
Humidity
This affects color of grass.
Load / Save from file - using humidity mask for grass color
Generate drainage areas and humidity
Vegetation
Trees, forests.
Load / Save from file - using density masks for tree generating
Generate randomly according to density selected
Towns
This helps you to populate map quickly
Load from file - it is able to generate real towns with relative size according to chosen latitude & longitude (database with over 7000 real towns)
Manually grow / Delete / Rename towns
You can also place each building and road manually
It's still ongoing work and we need to complete it and test all the functions deeply, but the internal editor is now able to create quite nice terrain in a few clicks;)
Next stop: Brushes! :)
Stay tuned for few more days and soon you will be able to lay your hands on it too ;)