RPS: With its emphasis on physics and feel and its focus on multiple-units, DRS invites BVE comparisons. I also tried my hand at making graphics for other people's games, but subsequently decided to focus on programming because it seemed like a more useful skill. Only a handful of the games were ever good enough to be published to a larger crowd and none of them were popular.
Since the late 90s I've attempted to make games of various genres, first with tools that didn't require any programming skills and later with C/C++/PHP. Some of it could have been avoided had I learned the trade from other more experienced game developers. It's all been a necessary part of the learning process.
The project began in the summer of 2008 as a hobby and became my full time occupation (weekends included) in 2014 when I left my day job as a web developer.ĭuring the development I've rewritten major portions of the codebase two or three times when the complexity and number of bugs have got out of hand.
Oskari: Apart from DRS I don't have any professional experience of game development, so I'm self-taught in that regard. RPS: Diesel Railcar Simulator doesn't feel like the work of an inexperienced coder. In today's FP I talk to Oskari, the man behind all those sensible design decisions. Crafted with care and marketed without hyperbole, Diesel Railcar Simulator is that rare thing, a transport sim that transports without crucifying your wallet, cooking your GPU, and burying you under an avalanche of key commands. A conglomeration of incredibly sensible design decisions, it's been winning friends and gaining content steadily since appearing, seemingly from nowhere, late last summer.