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

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

#61
post #29

Question. Can I make a crane lift a crane? In the spirit of: https://i.imgur.com/HDG6mdB.jpg

Thanks for making me find out more and turning this up: The promotional video of Crane, lifting Crane, lifting Crane: https://youtu.be/gYpMz63WAjM

I always assumed that picture was photoshopped...

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

#62

Congrats on the release. It looks really solid from the video, I'll probably pick up a copy soonish. I hope it does end up being a good financial decision for you. I used to be in the game industry a long time ago, and while I'm no longer in it I still try to work on game in Unity (turn based strategy game right now) with my very limited energy in my spare time. I've been out of the whole industry long enough I don't…

For Discord, feel free to join ours : https://discord.gg/tRCuSNH

This is the "Recall Singularity" Discord server. It's a bunch of factory and sim game developers and fans discussing science, programming and game-dev.

The Recall singularity itself is a space-ship factory game I'm working on part-time. It's one of many factory games being made by members of the server.

I've been watching Captains of industry for a while, it's great to see it released. I hope to see you guys on the discord!

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

#63

Congrats on the release. It looks really solid from the video, I'll probably pick up a copy soonish. I hope it does end up being a good financial decision for you. I used to be in the game industry a long time ago, and while I'm no longer in it I still try to work on game in Unity (turn based strategy game right now) with my very limited energy in my spare time. I've been out of the whole industry long enough I don't…

Thanks! I haven't found any good game-dev-related Discord servers. You could try r/gamedev. Retarding "the leap", I was around 5 years in before quitting (crazy, I know!). I've had saved up enough for 2-3 years without salary. I have only considered quitting once we had a solid vision for the end-product and a working prototype that is "playable", although lacking content, balance, and some features. Before this stag…

Really? You should join our gamedev discord then - https://discord.gg/tRCuSNH - Several game-devs, definitely automation themed.

Congrats on your release!

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

#64
post #18
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…

For games it seems the trend is toward Windows emulation (Wine, Proton, etc). I onder if and how much games test and cater for those, to validate on emulation platforms. On one hand it's good thing in the big picture because it's a step in geting games to run sandboxed. For ARM Macs it might be not so good.

As far as I know, you get no support usually, when you run it with proton/wine. I'm not interested in paying full price and then having the risk all myself. Of course there is the return before two hours thing, but then I also don't wanna create all that hassle.

But if a developer makes some guarantees about proton support, that'd be something else, actually.

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

#65
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…

So what exactly is the utility of Unity in this setup then?

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

#66
Neat game, looks fun. Congratulations on launching!

It made me sad to see the island torn up by polluting industries. I would be more excited about the game if there was a sustainability angle... maybe that could be an expansion pack? You use current-gen tech to survive and get moving, you trash the place, then you rebuild and transition to something sustainable.

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

#67

Congratulations and all the best for your venture! One of my favorite aspects of Factorio was that the environment constrained your scaling. Grow out too fast and your tech won't be able to hold back the evolved hordes. Build too far away before you can defend it and it you'll be defending too far and wide before you even know it. @iliketrains May I ask if this game will have an environmental component/conflict to co…

Thank you! I think that our game is way more "constraining" your growth than Factorio. Let me explain. First, you need people to man your machines and vehicles. You need to first get your workers somewhere (takes time) and also take care of them (food, water, trash, etc). If you scale too fast, you might run out of food and people will starve. Another aspect is maintenance. Unlike in Factorio, you cannot just spam bu…

Doesn't the physical size of your island also limit the scale? Sure, you can literally move mountains, but there's still a finite amount of material.

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

#68

This looks super fun! Congrats on the release and hope you continue to grow the game though early access. Just for fun took a stab at rewording the game description following some tips I saw in a GDC talk on Steam store pages years ago, feel free to use any pieces if helpful. I'll try to find that talk link when I'm at a computer, it had some nice tips around not leading with a game category but rather very specific…

Nice! I will definitely watch the talk and take a look at your example! Thanks!

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

#70

Earlier quoted context omitted.

Thank you! I think that our game is way more "constraining" your growth than Factorio. Let me explain. First, you need people to man your machines and vehicles. You need to first get your workers somewhere (takes time) and also take care of them (food, water, trash, etc). If you scale too fast, you might run out of food and people will starve. Another aspect is maintenance. Unlike in Factorio, you cannot just spam bu…

Doesn't the physical size of your island also limit the scale? Sure, you can literally move mountains, but there's still a finite amount of material.

That is true, but I am not even sure you can cover it all with factory before you computer melts down (and the FPS goes to single-digits). We need to invest a lot more work to optimizations before making larger maps.

You can actually increase the ocean size in settings, making way more space if you decide to move mountains and make new space by landfilling oceans.

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