What else are you working on? Anything cool?
TL;DRDan Trufin is taking over the trains team, cleaning them up, integrating them with other systems, and working with the procedural team to auto-generate tracks and stations, while keeping travel through visible space.
Trains. Right now I'm kind of taking over the team that right now is doing trains. After we showed them at CitizenCon, we're kind of cleaning up a lot and we're trying to make sure they integrate well with other systems. We're looking into the procedural team also working with us to get tracks procedurally generated throughout cities, or elevator shafts in truck stops getting procedurally generated, based on certain rules, and the trains just functioning. We just click the button, the station gets generated, and it automatically has all the elevators or trains built into it. So we don't have to do extra manual markup, so it's going to speed things up a bit.
I love trains. One of my favorite moments of the entire playthrough at CitizenCon was when the train pulled out of the station and you got to see Lorville. Lorville's super impressive on its own, but there's something that really puts you into a place when you can have an experience that you can relate to in real life. And being on a train and seeing something out through the windows of a train, for some reason it made Lorville seem a little more real to me.
You're actually traveling through the space. We could have done it easily, where you get into a train and you get instantly teleported to the other side, which most games do. But no, Chris was adamant on this. He was like, no, this needs to travel, it needs to go through the space. You need to look out the window and understand where you are at every point of the journey.