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Show HN: Angeldust – a fast and efficient video game

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Re: Show HN: Angeldust – a fast and efficient video game

#151
post #143

No OpenBSD support :p.

Don't sweat it! I did get an older version of Angeldust running on OpenBSD with pledge and unveil without problems. It's just not a market I can comfortably cater to at the moment. Kick back and relax for a moment and there'll probably be a binary or source distribution for *BSDs too. Same with Raspberry Pi. Game runs beautifully, but I have no great packaging and distribution process yet.

In addition I also ran Angeldust on Haiku. There is no reason why a product like this wouldn't run everywhere.

(Also shoutout to theo and/or tedu if you're here.)

Re: Show HN: Angeldust – a fast and efficient video game

#152
post #68

What's your plans for commercialising AngleDust?

Attaching a price tag it (done!) and trying to spread the word through relevant channels (in progress). Posting on Hacker News has been a thoroughly enjoyable process so far and I look forward to meeting more great minds.

Re: Show HN: Angeldust – a fast and efficient video game

#153

How did you choose the name? For a native english speaker, the only association I have is with really hard street drugs (specifically PCP), and that association is very strong. Is there a special meaning for your game?

Since your message popped up right at the top I'm going to reply to it, hopefully summarizing my view on this and addressing the lively discussion about the game's name. There is a special meaning for the game. The short backstory is included on the game's website. Here's the gist: in the game's lore Violet and Crimson are angel siblings. Violet is the angel of creation, Crimson the angel of destruction. Due to unfor…

i like the name and don't associate games with drugs, so for me personally the name, even though used for some drug as a nickname (official name of the drug is obviously not angeldust) doesn't make that click. I think personally plenty of people will not relate it, and for most who do it might just be a bit of a giggle / afterthought if they do.

If it's really related to the in-game content and lore i'm sure players will figure that out and create a new more positive association to the word.

For example, a male donkey is called a "Jack", yet people still name their kids Jack, not relating that to a male donkey... (maybe a little more benign example.)

Personally i wouldn't worry about it too much! it's not like the game is called CrystalMeth or something....

Re: Show HN: Angeldust – a fast and efficient video game

#154

Is there a Mac installer available for download? App store says the game isn't available in my region (USA)

Quick answer—both Steam and Itch.io offer DRM-free, standalone macOS versions: Itch.io: https://metagaming.itch.io/angeldust Steam: https://store.steampowered.com/app/488440/ Long answer—you are the fourth hacker to report that the game isn't available for you on one of Apple's App Stores. I've contacted Apple right after my stream yesterday, now waiting for a reply. If anyone can help me diagnose this or get it work…

It's showing up for me in the App Store, macOS Mojave 10.14.6 (18G1012) from Argentina. Hope it helps with diagnosing somehow, and good luck with the project, looks impressive.

Re: Show HN: Angeldust – a fast and efficient video game

#155

Earlier quoted context omitted.

You're killing it! Great choices, fantastic execution. You're going to go far. Keep it up!

Thanks! A slight word of warning though, something that also came up during yesterday's livestream: I've been really lucky to be able to successfully fulfill my childhood dream by making this game. But like Freddie Mercury sung: it's [not always] been a bed of roses or a pleasure cruise. I've sacrificed progress in other areas of my life to see this through to the end. I hope to catch up there starting as early as ne…

>> I've sacrificed progress in other areas of my life to see this through to the end

>> I've grown so much as [..] and even as a person by creating Angeldust

These are words of wisdom that prove your point, and I think it's a great thing you've posted them here!

Re: Show HN: Angeldust – a fast and efficient video game

#156

Earlier quoted context omitted.

I would also add that I get a little ticked off when I have to adjust my password manager's defaults - in this case reducing from 64 to 32 characters. In the past I have very-often stopped exploring a new thing at this point but this time I am continuing! Looks great and I also eagerly await more details of it's implementation.

Honestly, thanks for the feedback. I never realized / got feedback that players would indeed use a password manager for a game like mine. "It's just a game!" is not the best defense here and the workflow of getting an external password into the game afterwards is also pretty subpar. I'll need to think on this for a good solution.

When you use a password manager, you use it for everything has a password.

Re: Show HN: Angeldust – a fast and efficient video game

#157

Awesome were you inspired by Ace of Spades at all or have heard of it? I remember that original voxel-based engine and web server list that launched the client using their custom URI. It was awesome how small the game was and how fun it was the simple concept (Minecraft with guns and no floating blocks).

I once saw a trailer for AoS, but to be honest I don't really play many games myself these days. I find that working on Angeldust is in itself a reward that alleviates the need to play games as escapism or entertainment.

Just curious, what would you say to your customers that are playing you game for the sake of escapism or entertainment?

Re: Show HN: Angeldust – a fast and efficient video game

#158

Have you thought about porting this to Nintendo switch? Indie community is huge so many games do well on the platform.

Yes. A lot! Unfortunately I've always considered "the big three" consoles completely out of reach for my project. Many players have asked about a port to the Switch and other consoles. I'm confident I'd be able to pull it off technically without too many issues. But I have zero experience dealing with parties like Nintendo and adhering to their (I imagine) very strict policies for games. Being a mostly-multiplayer cr…

These guys help indies port to consoles, maybe they have a few tips?

https://do-games.com/

Re: Show HN: Angeldust – a fast and efficient video game

#159

Earlier quoted context omitted.

I once saw a trailer for AoS, but to be honest I don't really play many games myself these days. I find that working on Angeldust is in itself a reward that alleviates the need to play games as escapism or entertainment.

Just curious, what would you say to your customers that are playing you game for the sake of escapism or entertainment?

I'd say: have fun! With Angeldust being a shared, persistent, open online world it's a pretty cool place to make friends and work on building projects together. You can leave a permanent mark in a place where you can be someone else compared to real life.

But I always advise enthusiastic players to keep an eye out on real life. Mind your health and your relationships. Real life, family, friends—they all come first. Of course you can be friends in-game and even build meaningful relationships there, but that's no substitute for living a well-balanced "real" life.

I've been an avid gamer in the past, and right now I'm a very avid developer. I try to balance that in real life by playing sports and exercising three or four times per week. Going out on walks, to the movies, meeting up with friends. "Balance in all things" as a character from Baldur's Gate would say.

Re: Show HN: Angeldust – a fast and efficient video game

#160

Earlier quoted context omitted.

Yes. A lot! Unfortunately I've always considered "the big three" consoles completely out of reach for my project. Many players have asked about a port to the Switch and other consoles. I'm confident I'd be able to pull it off technically without too many issues. But I have zero experience dealing with parties like Nintendo and adhering to their (I imagine) very strict policies for games. Being a mostly-multiplayer cr…

These guys help indies port to consoles, maybe they have a few tips? https://do-games.com/

Thanks, I took a look. They look geared specifically to getting Unity engine projects "ported". Porting my (non-Unity) code is the least of my worries; I'm already maintaining about ten different build toolchains.

I anticipate most problems in the Nintendo Switch platform rules and guidelines that I'm completely unfamiliar with as of yet. And I lack the hardware to test. But now that I'm forced to think more about it, both seem like solvable problems. Thanks for the inspiration :)

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