New Version - now with Finish, Russian, Turkish, German, English and Spanish translations and lots of bug fixes! This version needs the Awesome Love2D...
The near future: Trains are no longer controlled by humans. Instead, artificial intelligence is used to handle traffic. Program the best AI, beat challenges on various maps and watch it fight other AIs in live, online matches!
The newest version (4) has been online for a while, and I took the opportunity to write a summary of the year that went into developing trAInsported. I'll cover some of the ups and downs here, but be sure to read the full story over on yellloh.
The new version features a lot of bug fixes, but also something that I hadn't expected at first: languages.
Towards the end of the development cycle, it occurred to me that not all players would be fluent in English. Surprisingly, players soon started approaching me and asked if they could translate the game into their own languages. The result is that the new version can now be played in Turkish, Russian, English, German, Finnish and Spanish! Thanks so much to the people who helped translating!
When I first went to the press, very few people wrote back. It might've been because of the lame video I made or because the game fills a relatively small niche. Or because of the images with bad gradients, or because of the fact that I suck at webdesign, and it was the first website I really made from scratch.
Even so, when no one wrote back, I was pretty disappointed. Then, suddenly, the writers from indiegames.com replied, telling me I had written while the GDC was on, a really bad time of the year. Shortly afterwards, they featured the game on their site. Views and downloads started to explode. A few weeks later, I noticed that my server (still running on a raspberry pi) had gone down. Looking at apache's access logs, I noticed many people were coming from heise.de - the publisher of a major computer magazine from Germany! A few days later, I heard they had actually published a short note about the game in the printed version as well.
Needless to say - I was happy.
Shortly afterwards, I got message that people were using the game for a project in a computer programming class at university, among other cool programming games like CoreWar, AntMe and RoboCode.
In the meantime, over 6000 players have played the game - a number I never dreamt of when starting development. Thank you to everyone who gave the game a spin!
Also get the full story over on yellloh.