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

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161–170 of 289 posts

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

#161
post #109

Looks nice! Would buy if it was on GoG or Itch. Do you plan to release the game outside of Steam?

Thanks! We don't have imminent plans to release on different stores, sorry! Each store comes with non-trivial overhead of management, different build system, community interaction, update posting, patch notes, etc, and currently we are just too small team for that.

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

#162
post #92

Hey! Nice game, I Will buy it after work!! Congrats! Now, some question about steam: How they fix the price based on each country (here I can see the price at u$ 3.5). how is the deal with them?, that is the price for all the countries or you fix a global price and they make the cut? I'm asking because I'm moving to USA and I'm staking games here in Argentina because the prices are, sometimes, 10 times cheaper.

Steam has regional pricing and we can set a price in local currency for each country separately. They also provide price suggestions. Argentina is one of the cheapest regions so you can definitely pickup cheaper games there.

Note that not all publishers have the same discounts. Check SteamDB for a price overview: https://steamdb.info/app/1594320/

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

#163

Is there nuclear power?

Yes! Nuclear reactor needs enriched fuel and produces heat. You connect water and it will turn it to steam that you can pipe to do what you want. Usually you want to use it in turbines for electricity production, but you can also use it for desalination, or in oil refinery.

If you don't supply water to the operational reactor, it overheats, and you know what that means... Just kidding, no explosions (yet), it just gets damaged and you loose all loaded fuel.

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

#165

Earlier quoted context omitted.

Is this a joke? Apple with M1 and iterations is changing the industry.

In the industry I'm in (just fintech SAAS), the only "change" I've been noticing is that all of our Mac user devs have even worse local development performance than before: inability to run some Docker containers, and very slow local server runtime. I may be straying away from M1-related issues now, but I've also been seeing widespread Linux-style "why can't I share my screen?"-type problems. Not to mention fear of i…

M1 has indeed introduced some positive and negative things.

(+) Impressive performance while staying literally quiet and cool all the time. My MBP's fans kicked in only once—when using ffmpeg. This in itself has pushed the industry forward. We shall see what Intel and AMD have to offer soon.

(-) Apple is obviously, well, Apple. They broke some things that used to work perfectly (or things for which there used to be a workaround). Apple is pushing a vision for user experience, which tbh, is not always ideal, but I get that. For this vision, they sacrifice so many things along the way (see this for example: https://medium.com/@parttimeben/mac-it-just-works-horribly-c...).

Docker has been working well for me. But I agree that some changes (esp. M1) have made macOS feel a bit like Linux.

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

#166
post #112

Earlier quoted context omitted.

And Apple is no longer the cool company it used to be. Their decline in hardware and software quality was what made me stopped buying Macs after being a fan for the longest time.

I didn’t say Apple was cool. I said Mac users were. In fact, I’d posit anyone using a Unix based operating system is inherently cool.

`man cool` please.

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

#168
post #114

Just noting that I have interest in multiplayer support similar to Factorio or Satisfactory where players work towards a common goal, and also have purchased with that not being a feature per the road map. These types of games make for good time passers while conversating with distant friends.

Multiplayer is a big topic and it is obviously on our minds. The big questions is what type of multiplayer would be the best for this kind of game? Would it be coop where each player would start on their corner of the map? Or would it be shared factory? Of maybe each player with its own island + trading? Also, it is technically very challenging, since the entire simulation must be perfectly deterministic. We actually…

Leave it up to the player. If they want to build a shared factory, so be it. If they want to build on separate corners of the map, that's cool too.

Just place the players in the same game world.

With regards to trickiness of determinism and what not, just make it so there's an authoritative server running the simulation, and the other players/clients just get their source of truth from the server.

The server could be an actual dedicated server program that has no frontend, or it could be one of the clients in the game.

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

#170
Maybe you've done this already, but here's an idea. A factory consists of units that follow simple, or not so simple, instructions. For example, a truck unit does the truck thing: once let into the wild, it starts transporting stuff from A to B. You don't neef to direct it manually, you only give it a direction and keeps doing that forever. Some units are programmable: you can change their instructions, and they'll follow them. You can make units of hostile nature: trucks that steal stuff, builders that are reprogrammed to disassemble your neighbor's factory, units that are tasked with destroying hostile trucks amd so on. The goal is to get intetesting emergent behavior. Instructions are executed one step at a time, at fixed pace, so a poorly programmed unit would appear stuck. To simplify the ramp up for beginners, there are a few pre-fab factories with a stable crew of units.
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