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

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241–250 of 289 posts

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

#241

Congrats on release, legit game. My initial reaction is negative. I have really bad vibes with oil/gas industry mining and pollution. So now i'm wondering if there is a market for this same kinda game but its all renewable industries. Sustainable crop rotating farms, fog collection water source, planted forest for wood construction, public transport for workers, wind/solar power everywhere.

Pollution does have an adverse effect in the game... though not as much as in Factorio it looks like ?

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

#242
post #190
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.

3.50 USD?? Luxembourg is 30 bucks :/

His country median income is likely 10 times lower too... (if not more)

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

#243
post #118

Earlier quoted context omitted.

Oh yeah, was never a fan of Satisfactory's combat. Did they ever make it optional? I really wanted to enjoy Satisfactory, but found the first-person perspective made factory building tedious. I know they've made some QoL changes like adding a grid to make it easier, but...meh. It's a beautiful game, but so far DSP has been my favorite factory builder, but gimme another dozen hours and I'll decide how CoI compares in…

It has slowly become more optional - there's a bit that's necessary near the beginning with your weak little zapper... but if you've played before it's pretty easy to rush guns quickly enough that you never really have to seriously worry about it. It becomes a non-factor really quickly... and if it were like factorio (and they could destroy portions of your base) it'd be even worse since it's so hard to figure out wh…

Among the design decisions that Satisfactory made meaningless by poor balance, Weapons is solidly middling. It would make sense if you had to clear areas of enemies to unlock the ability to build on them, and/or if higher-tier weapons were required to defeat higher-tier enemies (the kittens). As it stands now, it's such a non-mechanic - You get Xeno Basher and are more or less set until enemies are made completely meaningless by rifles. They've just reworked the system and it's even more meaningless by the addition of new ammo types and cool things to do with them, which I hope is a precursor to making you use those ammo types. There is the potential and even promise of such - See the "Crab Battle" trailer.

What really bothers me about Satisfactory is how inefficient rails and other modes of transport are compared to just running a long conveyor of advanced products. If you compact even two tiers onsite, a single T2 conveyor can handle a large area's worth of resources. Capacity and throughput for trains are limited by their limited input slots, too. Nested hub and spoke factories make a lot more sense than trying to ship everything raw to a central location, but all of the tier upgrades are around shipping more further.

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

#244

This looks great and I'll probably buy it. Well done! I've dabbled with games in the past. I'd be interested in a course about how you structured your code, got assets created, lessons you learnt, etc. While I could write a game I don't have time to learn how to write a game (i.e. I don't want to spend 6 years learning the lessons you learnt along the way).

+1

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

#245
post #133

Earlier quoted context omitted.

Awesome, I’ve been developing with Unreal since 2014 recently checked out C# support with UnrealCLR it’s very basic but probably enough to create an API between your game code and Unreal. Really curious to know what level of granularity your API is at?

Nice! I was not aware that Unreal has C# support. Making Unreal rendering layer would obviously be a huge task. Our current solution is overfit to Unity since the separation was done for ease of development and testing, not for support of different renderers. However, the communication between core sim and rendering is mostly based on (custom) events. Sim runs in a separate thread. Once it is done, renderer can read…

So, just to be clear, you have almost no Unity objects in your scene. The tree renderer reads data from your core game lib, and draws it. Which Unity API do you use for the actual drawing?

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

#246

There are some basic things broken in the graphics engine: 1) Turning vsync "on" doesn't have the intended effect. There's still very visible tearing half way down the screen. 2) Turning vsync on in combination with full-screen mode results in a hideous stuttering when turning the viewport with the mouse. It looks like you got the swap chain sequence.. backwards? As in... swapping the "most recent" frame.. and then a…

What games even do continuous saving ?? Otherwise I've noticed annoying flickering of far away molten metal, but that was on a Twitch stream, which might be the cause ?

No need to do continuous saving.

Just have "exit" also save the game state at the same time.

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

#247
post #199

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.

I thought Unity is cross platform

It is, but there are always some quirks that needs to be addressed on different platforms, and this takes up time when it comes to fixing and supporting those quirks.

I would definitely also just release for one platform, Windows that is, and then consider every platform added after that as a bonus.

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

#248

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 f…

As Tynan (RimWorld) said in his book, show, don't tell. Walk players through a tutorial without them realising its a tutorial. Look at Oculus First Steps for a great tutorial that doesn't feel like one.

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

#249

Earlier quoted context omitted.

1st Quarter 2022, Apple shipped nearly 15% of all PCs sold in the US.

On Steam Mac accounts for 2.20% of hardware survey users. https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...

But we are the cool 2.20% right?

Right?

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

#250

Oh the Czechs, also know as the factory game makers from now on. Just kidding. Great game. Congratulations for successful release! It is tough sometimes quitting a well paid job and making what you love. Been there. Wish you success!

> Marek & Filip are 2 indie game developers based in US and UK ?

"Based in" indicates where one lives now, not where they are from. I've found reference to MaFi games as Czech game company, Marek is easily googlable as Czech too, I would be surprised if Filip was English - Filip isn't English name but it is commonly used in Czechia.
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