As we approach the release of Trainz I thought it time to make
a post that details the beginnings of the project, our ongoing plans
and how we'd like to get you, the Trainz community, involved in
future development and the creation of add ons.
From
its inception many years ago in Townsville Australia, Trainz has
been a project waiting to happen. At the time, in late '92, a game
like Trainz was not possible. The processing and graphics power
just did not exist in the home PC environment. Early in 1999 I started
thinking about this project again and mentioned it to a number of
people here at Auran. Finally, in September '99, I got the go ahead
from the Auran board. From the day I received the 'go signal' it
was clear that this was going to be a unique long term project and
one that needed some really talented people to work on it. So with
that in mind I hopped on a plane in January 2000 and set off to
England for a number of interviews. I met Steve in London and over
a series of meetings and a nice dinner he agreed to head out to
Oz and lead the project.
Once he had arrived, he and I set about recruiting the remaining
team members and by about June 2000 the project was well underway.
Later that year I went on a number of trips to the US and met with
many model railroad clubs, manufacturers, press and other interested
parties getting their feedback on what they wanted to see in Trainz.
In essence Trainz is all about what people have asked for. Perhaps
one of the most important points that was decided very early on
was the size or scope of the project. It was clear to us that to
do everything we wanted was going to take many years and, given
that, we felt a much better approach was to break the game into
a number of core components that could be worked on individually.
This modular approach has worked very well and has also enabled
us to be very open about what we are doing and to seek out and integrate
a great deal of input from the community.
Trainz is really all about community input and scope. Many of the
modules that will be released over the coming months mean different
things to different people. Many have commented that they want 'Yardmaster'
because they see activities as important. Many have said that 'Boss'
or 'Online' are what they are waiting on and still others have commented
on the prototypical aspects of Trainz and they want to be able to
create layouts of great size and scale. Trainz can do that, but
it's not its focus. This leads me to what is, in essence the core
of Trainz, what it's all about.
To tell you about Trainz I need to tell you what it's going to
be like in the years to come. Imagine for a moment sitting down
in front of your PC and powering up Trainz; the scenario would go
something like this:
You've arranged ahead of time via email to meet a group of your
friends from all over the world, say 10 of them, for a virtual model
railroad session. The layout you're playing on is quite large, perhaps
a HO layout measuring over 200' x 60' and each one of you have had
the responsibility of planning and designing a section of that layout.
Some months ago you'd seen an ad on the Trainz website for the newly
formed 'ABC Railroad Company' and 10 members were wanted. You'd
joined and spent some time planning and designing your section of
the layout and now Trainz is about to join all 10 of the layouts
together in real time and all of you are about to power it up for
the first time. Each one of you has been assigned various tasks.
A number are assigned as drivers, one as the dispatcher and so on.
After Trainz is running you connect to the internet and create
a game by clicking a button on the interface and assign the game
a password. Each one of your fellow modellers knows the password
(you sent it to them in an email earlier in the week) and at the
assigned time they all join the game. When you're ready you click
'Launch'. Trainz starts up, checks your maps, links them, checks
your engines and consists and then launches the game.
What you see when the game launches is a large country station
and a train waiting at the platform. You click on it and enter the
cab. Soon you hear a message from the dispatcher telling you to
proceed and the signal ahead of you changes to green. In the background
you can hear other radio chatter as the other members of the club
talk to one another. Since you're one of the lucky ones and have
a mike attached to your computer you can actually talk via voice
to the dispatcher and he back to you! Soon you discover that one
of the trains is a little late and the signal ahead of you is red.
You contact the dispatcher who tells you the situation just as you
look up and notice the sun going down and the rain start to roll
in......
This then is what Trainz is all about. One of the most important
things that needs to happen for all this to work effectively is
to have an accelerated time scale and compressed distance map. Just
the thing that a large and 'operating' model railroad club has.
Over the past months we have continued to stress to people the model
railroad vision for Trainz and the example above demonstrates just
that. There is however one very important point in all of the above
and that is Trainz must be easy to use. Since designing and building
a representative layout is critical to the success of Trainz we
have spent a huge amount of time making Surveyor the best editor
on the planet! It is our belief that anyone has to be able to jump
right in and have a great deal of fun making a layout. Since it's
desirable for the layouts to be smaller than prototypical the tools
need to be more artistically focused and fun based. Many people
have asked why do the layouts need to be smaller and can I make
them larger? The answer to both these questions is easy. Smaller
because you actually come across other people, a prototypical railroad
with only 10 people on it may mean you never see anyone else. Larger?
Yes you can but it's not our focus.
We know that some people would like Trainz to be a prototypical
simulator however we believe the overwhelming group of people want
to be able to make layouts, to drive trains and ultimately do so
in a session with other people and friends from all over the globe.
This then is the goal of Trainz
So you may well ask 'What then do I get now if I can't play online
yet and it's not a simulator?'. Well you do get a lot more than
you think. For a start, no matter what your skillset, I can guarantee
you will be able to make great layouts and have a huge amount of
fun doing it. Second if driving is what you're after you'll be able
to have multiple trains running at once and move between them! The
graphics, real time 'time of day' and real time weather systems
are the best there is. The in cab view is fully panable in any direction,
again the best there is. The physics system is certainly equal to
anything else on the market and our sounds and environmental effects
are awesome! Want turntables? No problem, we ship with one and more
will be available soon. What about the ability to exchange maps
with others? No problem either, unlike other products, Trainz maps
are small and easily able to be sent over the internet. The 'English
countryside' map that we use for a lot of screenshots is under 3mb!
Can I join maps together now like an N-Trak layout? Yes you can.
Can I easily retexture or add new loco's from 3rd parties? Yep,
no problem, in fact we are making all of our custom directory file
formats public domain. What about the assets Trainz ships with?
How many loco's, rolling stock, buildings etc do I get and can use?
In short you get at least twice as much as any other product on
the market. Finally we also allow you to produce and sell loco's,
rolling stock, trackside accessories and layouts that make use of
our assets and may even use our assets as the basis for new creations.
That's a first for this industry as far as we know!
So as you can see Trainz is about building an ongoing development
environment. Obviously our vision is long term, there's no denying
that. Over the past year however I believe Auran has demonstrated
a desire and willingness to co-operate with the community and many
of the features that are in the product are as a direct result of
community input and feedback. All I ask of you now if that you continue
to give us that feedback.
I hope you enjoy playing Trainz.
Greg Lane
AURAN CEO
Would you like to comment on this article? Visit the Inside
Track section of the Trainz forum.