Live data from Hacker News

Show HN: A friend and I spent 6 years making a simulation game, finally released

news.ycombinator.com

51–60 of 289 posts

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#53
Cool!

How did you handle it between money, work and your spare time?

Are you happy with your work work life balance?

Have you tried a publisher?

What financial expectations do you have for being able to keep on it?

How do you balance family and friends?

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#54

I’m a sad. No Mac. :-( Looks really good. Congrats man. 84% overwhelmingly positive isn’t anything to sneeze at too. The experience must have been amazing. I learned more about computers in developing games that were 1% of what you’ve done. No matter the financial outcome you are winning at nerd life, which is the only life that matters (other than to your spouse your family and friends).

Thanks and sorry for no Mac support. The hard truth is that Mac users represents less than 1% of our potential user base and it is hard to justify the time to support Mac. We are planning to revisit this decision soon and see how much effort would it be.

Yes, but we are the cool 1%.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#55
I bought it last night and played for about 5 hours and can't wait for my work day to end today to get back into it.

Overall, I'm pretty happy with it. Factory building with a dash of colony sim mechanics. My only criticism is that the tutorial is a bit lacking and basically info-dumps a lot of "what" without a lot of "why". If I didn't have experience with other factory building games, I'd probably be completely lost. It'd be nice if the game guided you more through the first couple tech tiers.

It was also a bit frustrating at first with how expensive conveyer belts are, but then I had a light-bulb moment where I accepted that this is not Factorio/DSP/Satisfactory, and that I don't NEED conveyer belts everywhere. In the early game, trucks are cheap and can easily handle the load until I've got steady production of Construction Parts II.

The Recipe window is REALLY nice. I love it! It makes planning so easy! My only request would be to make it so you can click on a product and have it take you to the recipes involving it.

I also really like the design choice to not have to lay power lines everywhere. In other factory games, it's such a chore and not at all a fun mechanic.

Looking forward to seeing how the game evolves over time.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#56
post #45

Looks awesome! Congrats on the release, and it seems like you're getting a pretty good reception so far as well. A few questions: 1. How did you get all the assets for your game? Did you make them yourselves? I also work on games as a hobby, but I'm no artist so I struggle to get things looking as good as this game. 2. How did you decide to use Unity for your game engine? Did you consider any others, and if so, what…

Thank you!

1. All 3D assets and music was done by our contractors. All paid work. On average, one model is probably around $500.

2. C#. We both were familiar with it and it is a great language. Lots of nice features, easy to work with, lots of tools, less error prone (looking at you C++), has reflection (very helpful for serialization and code gen), and if you know what you are doing, it can be very performant (avoid allocations, use structs, etc).

3. Great question, yeah, our project is separated to code and graphics. All code is in separate project completely decoupled from Unity. Unity just gets a compiled DLL. Unity has only assets that are referenced by string paths. We also have a separate projects for "data", where all the game entities are instantiated and filled with data. Core project has just functionality with no data. The entire game is one "scene" in Unity, we manage everything internally (like main menu vs. game).

4. We started in 2D, but it seemed "lame", not good looking. Very quickly we started prototyping in 3D and that felt better. Especially the dynamic terrain and mining.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#57

Earlier quoted context omitted.

Thanks and sorry for no Mac support. The hard truth is that Mac users represents less than 1% of our potential user base and it is hard to justify the time to support Mac. We are planning to revisit this decision soon and see how much effort would it be.

Yes, but we are the cool 1%.

[deleted]

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#58
post #9

Oh man, yet another Windows only game! I haven't owned or used a Windows system. I would love to play/pay for this game or Anno-1800 and few others. Is the Mac/Linux community still so small that no one cares about it? I'd think with all the noise & competition for Windows gamers, surely there's an untapped market of other OS gamers! The reason I love a similar style game, Factorio, is that it runs on Mac and other p…

[deleted]

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#59

I bought it last night and played for about 5 hours and can't wait for my work day to end today to get back into it. Overall, I'm pretty happy with it. Factory building with a dash of colony sim mechanics. My only criticism is that the tutorial is a bit lacking and basically info-dumps a lot of "what" without a lot of "why". If I didn't have experience with other factory building games, I'd probably be completely los…

Aww, thanks! We heard lots of feedback about tutorials and it is our priority to improve them.

> My only request would be to make it so you can click on a product and have it take you to the recipes involving it.

Try right-click!

> I also really like the design choice to not have to lay power lines everywhere.

Haha, this was removed due to time constraints. We were thinking to have it introduced in some lightweight fashion, like substations that cover large area, but this is still in "thinking" phase.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#60
post #24

I’m a sad. No Mac. :-( Looks really good. Congrats man. 84% overwhelmingly positive isn’t anything to sneeze at too. The experience must have been amazing. I learned more about computers in developing games that were 1% of what you’ve done. No matter the financial outcome you are winning at nerd life, which is the only life that matters (other than to your spouse your family and friends).

I thought that by now game engines just have two extra checkboxes to ’build for Mac’ and ‘build for Linux’. Perhaps the signing requirements changed that, though. Notably also, plenty of games work fine under Wine, but Steam client itself doesn't—on Mac.

Cross-platform languages (and by extension -- engines and frameworks) rarely work exactly as advertised. The "just check a box" rarely holds true except for the simplest of programs.

In the old days, Java would advertise itself as being cross-platform (Write once, run anywhere!), but in practice, rarely worked that way.

Post reply on HN