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Der dritte Teil der bekannten Verkehrssimulation Transport Fever soll zwar erst 2026 erscheinen, liefert Fans aber jetzt schon Einblicke in viele der geplanten Neuerungen. Im neuesten Video zeigen die Entwickler, wie sich die Struktur, das Aussehen und die Erstellung von Karten in Transport Fever 3 verändern soll.

Karten bestehen jetzt aus mehreren Regionen mit bestimmten Biomen. Die Kombinationsmöglichkeiten sollen dazu führen, dass sich jede Map einzigartig anfühlt. Ein Tag-Nacht-Wechsel und aufwendigere Grafik-Effekte sollen für mehr Atmosphäre sorgen. Aber es geht nicht nur um Optik: Die Umgebung soll auch stärker als zuvor Gameplay-Herausforderungen mit sich bringen.
Transkript
00:00www.transportfever.com
00:07Hello, I'm Sam, the Community Manager at Urban Games,
00:10and welcome to this first look at map creation in Transport Fever 3.
00:15In this video series we will take a closer look at some of the key features in the new game.
00:20With every game environment having distinct challenges,
00:22the map you choose or create has a huge impact on gameplay.
00:27In this video we'll demonstrate how we've changed map generation and the appearance of the world.
00:33In Transport Fever 3 each environment type represents a very different opportunity to build,
00:38with the in-game map generator providing more variation than ever before.
00:42Maps are now composed of multiple regions with distinct biomes.
00:46The way these regions blend with one another brings a whole new level of authenticity to your game world.
00:52The result is that every generated map feels unique not only in appearance but in topography,
00:58leading to more gameplay variety than ever before.
01:01Map generation is built on underlying node-based technology.
01:06Combining simple nodes, complex rules are followed that define the appearance of the overall environment.
01:12This has allowed our art team to bring far greater visual and emotional value to map generation,
01:17while giving designers the opportunity to fine-tune gameplay-specific features.
01:22Better still, when modders get hold of it, they'll be able to take it in directions we hadn't even considered.
01:28Rather than just tell you about it, let's see it in action.
01:32Here, we're using a pre-recorded camera track, which is a tool you'll also have access to.
01:38We'll run through the same temperate map seed with a variety of different settings.
01:42By changing each of the individual settings, the basic geography of the map remains the same,
01:47but the differences in the end result can be quite dramatic.
01:51Create the map that best suits what you want to build, or how difficult you'd like the environment to be,
01:57or simply, the mood you want to create.
01:59If you'd rather build the entire map yourself, the full map editor allows you to import an existing height map,
02:05or paint and sculpt your perfect landscape.
02:08For many players, a significant part of the game is simply watching the world you'd built in motion.
02:15Much requested full day and night modes have been introduced for the first time,
02:19allowing you to experience your world at whatever time of day takes your fancy.
02:24Our art and engineering teams have added physical skies to the game
02:27that provide believable lighting changes, while including cloud cover that drastically affects the lighting mood.
02:34Reflective materials like water now mirror the entire world,
02:38including the current sky and cloud appearance, thanks to screen space reflections.
02:43Each different environment represents a unique gameplay challenge.
02:48We've completely overhauled the way the temperate map is designed.
02:52You used to be able to run rail along every riverbank without ever having to worry about elevation changes.
02:57Now you'll need to contend with lakes and tributaries,
03:00unless your aim is to reach the mountains, in which case that's a wholly different challenge.
03:04Tropical maps have also been given some love, so that they now offer a unique island hopping and jungle experience.
03:10And volcanoes. Dormant volcanoes, but volcanoes nonetheless.
03:16And no, you won't be the only person to decide to put your headquarters in a volcano, but don't let that stop you.
03:22The dry environment has always been characterised by sheer canyons and dusty mazes,
03:26but the effect is now far more pronounced.
03:29Rivers will make shipping routes on a dry map particularly tricky,
03:32but they might represent the best way to connect low-lying settlements to one another.
03:37This brings us to the new environment for Transport Fever 3, Subarctic,
03:41where snow-capped and craggy mountain ranges lead you through desolate boreal tundra
03:46as it descends towards swamps that will provide a challenge unlike any other.
03:51You're going to need to bring out all your route planning skills to negotiate both mountains and swamps within the same environment.
03:59If you're building a road from the glassworks to the bottling plant,
04:02do you go in a straight line to make it faster, or do you work with the contours of the land to save money?
04:08Local populations won't be happy with you for heavily modifying the landscape,
04:12but is that a price worth paying for a faster service?
04:16While these visual changes may seem purely cosmetic,
04:19the landscape contributes massively to how you play the game.
04:22But we're getting ahead of ourselves, that is a topic for a different video.
04:27We know that the improvements to Transport Fever 3's landscape generation will bring your game to life more than ever,
04:33because the world is fundamental to gameplay.
04:37We're excited to see what you create when you get your hands on the game.
04:41Thank you for watching. We look forward to seeing you in the next first look video.
04:45First look video.

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