April DevPa
2025-05-12Every once in a while, we get together in person for a few days to focus entirely on development. We call these little sprints “DevPa” (short for Development Party). We're basically having some fun while working on a game to push it forward.
During our latest DevPa a couple of weeks ago, we spent about five days improving two big parts of the Railroad Scheduler:
1. Better Early Missions
We've been putting a lot of effort into making the early missions self-explanatory. Afterall, it won't help if you feel run over by a train when you start playing. So, we split up the first missions into small chunks introducing the mechanics step by step:
- Accelerating, braking, and stopping at the right spots
- Switching tracks (left, right, straight ahead)
- Reversing the train and adjusting the camera
- Fast-forwarding and rewinding time
- Pulling off more advanced maneuvers
We also added some textual hints as a guidance, but we tried to keep them minimal since we all know: Nobody likes walls of text.






2. More Functional Menus
What's that? Every game needs a settings menu? Well, I guess we have to obey at some point.
So, we finally started working on a settings menu for Railroad Scheduler. This came with quite a big change — we adopted a Rust UI library called egui
.
egui
is not made for games primarily, but it's quite flexible and allowed us to use things like scrollable containers and sliders for e.g. graphics settings.
This would've been a headache to implement from scratch. We do love building things from the ground up, but getting UI right is a tedious endeavor.
So, here you go — a first draft of a fully working settings menu (and a nicer looking main menu to go with it):

