TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 9 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
Passenger AI improvements!

gamma26 build with AI improvements is available on the test branch.
Hey all, We were hoping to have the gamma26 build tested and live before the Daily Deal today, but unfortunately what I thought was going to be just a few days improving the passenger AI turned into a couple of weeks. So business as usual. :) We've worked our way through every bit of the decision-making code and found and fixed numerous small errors that would result in railcars leaving stations partially full or overfull, passengers making dubious decisions about which trains to board, passengers of the same shape making different decisions at the same station, and all sorts of other odd behaviour. It's gone through testing here, but I don't feel comfortable pushing it live just yet given it hasn't had any public testing. So if you're game, please switch to the test branch and give it go. If you think you've can see anything dodgy, please take a screenshot and send that and as detailed a description as possible to peter@dinopoloclub.com. There are a couple of AI issues that I'd like to go over. The first is that in order to make the passenger decisions more consistent, we've had to remove the old hack that would encourage passengers to leave overcrowded stations immediately if a train was available, even if that train took a much slower route to their destination. The way we got those passengers to prioritise the longer route then had to have another hack to avoid them flip-flopping routes, so the whole system is much more robust with both those hacks gone. We're working on a replacement system to discourage passengers taking routes that involve waiting at overcrowded stations instead; this will have the same result as the old code, but it'll work much more elegantly with the AI's search algorithm. The second issue is that we've found that high-risk connections can pose a real problem with the way passengers make decisions about which route to take. By high-risk I mean passengers deciding to take a route involving a tight transfer onto a different line to get to their ultimate destination. If they miss that transfer due to either an optimistic estimate of their original train's arrival time at the transfer station, or a pessimistic estimate of the connecting train's arrival time, then the cost is potentially very high. If the connecting train is the only train on its line, or if the line is very long, then the passenger will likely flip to a completely different path once it realises it won't make the connection. This can lead to passengers going back-and-forth as they try to catch different trains. We've done what we can to address this issue by building in a threshold for tight connections that goes up and up as the search algorithm tries to predict further and further into the future. For example, if we're predicting a transfer 30 seconds in the future, then the passenger has to predict it'll get to the station at least 3 seconds before the connecting train, otherwise it assumes it'll miss the train and cost that particular route accordingly. This is as much as we feel comfortable doing without either adding state to the passenger AI (at a cost of robustness), or improving the train location prediction (at a significant cost of development time, and no doubt introducing a litany of new bugs). Ultimately this is a problem given the odd timescale the game runs at, with few railcars hitting stations infrequently, compared to actual metros that have many more cars with far greater frequency of station visits. Anyway, I know this has been a little long-winded, so thanks for reading through! I figured some players would appreciate a peek behind the scenes of what is by-far the most complicated algorithm in Mini Metro. Slight non-sequitur back to gamma26; we're aware of some rendering issues on the Linux build, (the in-game UI elements are flickering on our Ubuntu machine) so we have to at least get those resolved before pushing this build out to the default branch. Keep those cities moving! Peter


[ 2017-08-15 00:14:53 CET ] [ Original post ]

Mini Metro
Dinosaur Polo Club Developer
Dinosaur Polo Club Publisher
2015-11-06 Release
Game News Posts: 74
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (11464 reviews)
The Game includes VR Support
Public Linux Depots:
  • Mini Metro (Linux) [267.87 M]
In Mini Metro, you take on the task of designing the subway layout for a rapidly expanding city. Your city starts with three stations. Draw routes between these stations to connect them with subway lines. Commuters travel along your lines to get around the city as fast as they can. Each station can only hold a handful of waiting commuters so your subway network will need to be well-designed to avoid delays.

The city is growing. More stations are opening, and commuters are appearing faster. The demands on your network are ever-increasing. You'll be constantly redesigning your lines to maximise efficiency. The new assets you earn every week will help immensely — as long as they're used wisely.

Eventually your network will fail. Stations will open too quickly. Commuters will crowd the platforms. How long the city keeps moving is up to you.

Key Features

  • Compelling, constructive, hectic, relaxed gameplay. If that makes sense. It doesn't though, aye? You just gotta play it.
  • Three game modes: Normal for quick scored games, Endless for stress-free sandbox play, and Extreme for the ultimate challenge.
  • Eleven real-world cities to design subways for (London, New York City, Paris, Berlin, Hong Kong, Osaka, Saint Petersburg, Montreal, São Paulo, Cairo, and Auckland). Each has a unique colour theme, set of obstacles, and pace.
  • Random city growth, so each game plays out differently. A strategy that proved successful last game may not help you in the next.
  • Each game's map is a work of art, built by you in the classic abstract subway style of Harry Beck. If you think it's a keeper, save it, tweet it, show it off or make it your desktop background!
  • Soundtrack by Disasterpeace
  • Colorblind and night modes.
  • Trains! Did we mention them yet?

Demo

You can check out Mini Metro for yourself and play a game on the London map in the demo. The demo uses the Unity webplayer, so you'll need the Unity plugin (Windows and OS X only unfortunately).

MINIMAL SETUP
  • OS: Ubuntu 18.04 LTS or later
  • Processor: 2 GHz or faster processorMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.2
  • Storage: 350 MB available space
GAMEBILLET

[ 6128 ]

16.59$ (17%)
5.06$ (92%)
18.39$ (8%)
22.24$ (11%)
13.57$ (15%)
36.95$ (26%)
12.44$ (17%)
13.37$ (33%)
5.92$ (15%)
0.60$ (88%)
8.89$ (11%)
12.59$ (16%)
7.11$ (11%)
16.52$ (17%)
21.21$ (15%)
10.73$ (17%)
12.59$ (16%)
3.85$ (85%)
3.46$ (77%)
5.98$ (60%)
13.39$ (33%)
6.04$ (60%)
33.96$ (15%)
4.19$ (16%)
2.10$ (92%)
5.09$ (87%)
10.19$ (15%)
25.95$ (13%)
12.71$ (15%)
8.49$ (15%)
GAMERSGATE

[ 1817 ]

14.99$ (40%)
2.0$ (75%)
6.0$ (70%)
4.73$ (68%)
3.75$ (75%)
5.78$ (66%)
2.0$ (90%)
4.25$ (79%)
5.22$ (65%)
3.92$ (74%)
1.5$ (90%)
8.69$ (57%)
11.69$ (10%)
10.79$ (28%)
3.83$ (74%)
4.8$ (70%)
6.0$ (60%)
4.95$ (67%)
32.0$ (60%)
0.94$ (81%)
0.86$ (83%)
5.0$ (80%)
2.5$ (50%)
2.1$ (70%)
5.28$ (74%)
8.0$ (60%)
6.82$ (47%)
1.5$ (85%)
1.84$ (91%)
2.0$ (75%)

FANATICAL BUNDLES

Time left:

6 days, 7 hours, 51 minutes


Time left:

0 days, 7 hours, 51 minutes


Time left:

2 days, 7 hours, 51 minutes


Time left:

23 days, 7 hours, 51 minutes


Time left:

356447 days, 23 hours, 51 minutes


Time left:

5 days, 7 hours, 51 minutes


Time left:

34 days, 7 hours, 51 minutes


Time left:

20 days, 7 hours, 51 minutes


Time left:

30 days, 7 hours, 51 minutes


Time left:

29 days, 7 hours, 51 minutes


HUMBLE BUNDLES

Time left:

1 days, 1 hours, 51 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE