Voxel Quest January 2016 Update
71–80 of 132 posts
Re: Voxel Quest January 2016 Update
#72Re: Voxel Quest January 2016 Update
#73Earlier quoted context omitted.
Thanks Bob! Totally agree with you - it really is a battle of fighting against my "engineering instinct" which just wants to build stuff all day, no matter how useless it is. I have deliberated over this internally with myself and others for a long time. In fact, half way into the character animation I was kicking myself for even beginning working on it. I tend to justify things (whether rational or not) as a content…
> I tend to justify things (whether rational or not) as a content problem ("Oh I can just build this system and it will make making this type of content so much easier!"). That can also be a trap (one that I myself am particularly prone to given how much I love roguelikes and tool-building). When it comes to games, I'm just not wired right to enjoy hand-authoring content. So when I do game-like stuff, I tend to lean…
Re: Voxel Quest January 2016 Update
#74Earlier quoted context omitted.
In my opinion, that's what has been missing with Starbound, which has been one of the punchingbags for crowdfunding/pre-order games. The engine looks great and it has a lot of unique content - but its just an engine right now, with no real content for people to play through while they task and tinker with changes (they are on, what, the 4th full combat overhaul?). In contrast, during development of Terraria or Minecr…
The major difference is that Starbound made heaps of money (not to mention that Terraria sold 7 million + units!) I'm still looking for change under the couch. :)
Re: Voxel Quest January 2016 Update
#75Earlier quoted context omitted.
Interesting. Welp, looks like I'm going to have to resort to adding sex to the game. :) But seriously, the idea of a "direction" for difficulty had only vaguely occurred in my mind (for whatever reason, I am drawn to games where you ascend or descend to progress, most notably Spelunky).
Welp, looks like I'm going to have to resort to adding sex to the game. :) Hey, it works in Minecraft. (But in Minecraft, you have to earn it.)
I didn't expect I'll be googling that phrase ever in my life. :o.
Re: Voxel Quest January 2016 Update
#76Earlier quoted context omitted.
In my opinion, that's what has been missing with Starbound, which has been one of the punchingbags for crowdfunding/pre-order games. The engine looks great and it has a lot of unique content - but its just an engine right now, with no real content for people to play through while they task and tinker with changes (they are on, what, the 4th full combat overhaul?). In contrast, during development of Terraria or Minecr…
The major difference is that Starbound made heaps of money (not to mention that Terraria sold 7 million + units!) I'm still looking for change under the couch. :)
Re: Voxel Quest January 2016 Update
#77Earlier quoted context omitted.
Oh, wow! How did I miss this? If you are pushing the source on github (regardless of license, I want to avoid that rathole) just so others can learn from what you did, then where do I go to fund you?
Source will be public but I have to attach a license at least for the first couple years. If you are interested in supporting me, you can either preorder a copy or become a patron: http://www.voxelquest.com/patrons.html :)
Watching the demo today woke up, in me, some long forgotten excitement. My son and I enjoy the hell out of Minecraft. It's a great game and it arrived in its space at just the right time.
What you're doing, though, is going to push things in a new, even more exciting direction, in ways that you can't even imagine yet.
Re: Voxel Quest January 2016 Update
#78Earlier quoted context omitted.
Welp, looks like I'm going to have to resort to adding sex to the game. :) Hey, it works in Minecraft. (But in Minecraft, you have to earn it.)
sex in Minecraft I didn't expect I'll be googling that phrase ever in my life. :o.
Re: Voxel Quest January 2016 Update
#79I love the Voxel Quest posts because they're demonstrating some seriously cool tech. However, they feel a lot like the Wolfire development blogs [0] - great tech demos without a cohesive vision for a game. From an engineering point of view, the end goal doesn't matter, but I would also love a 'bigger picture' roadmap of where it is and where it's going. Why would I use this engine? What do I 'get' over the competitio…
Skyrim was amazing, open world with lots of quests. Minecraft kinda sucked a bit, huge world but I spent more time on the internet trying to figure out what was possible rather than play the game. The Lego games have a nice open world with quests and stuff. But a game needs to be fun and easy to understand. I hope VQ adds lots more fun things. Bombs. Bombs would be fun ;)
I think it's possible to make spending time on the internet trying to figure out what's possible an integral part of playing the game.
Re: Voxel Quest January 2016 Update
#80Is gavanwoolery made of magic and unicorns? This is amazing and his progress is nothing short of astounding. If he's reading this: how do you fund work like this? You said you're raising a kid, I've got two! Is this a couple-hours-a-night kind of thing?
Thank you! I have two small-time investors currently, although I am still living relatively minimally (I also put in a good deal of money from personal savings, and ~$35k came from Kickstarter). Its pretty much a every spare second of your life type thing, especially with a baby. :)
I'd really love to help more people fund and follow their passions full-time.