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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

#281
post #233

Earlier quoted context omitted.

In a later comment, the poster noted that the game works via Proton.

Saw that, but then why not mark it as supported on Linux? For me, €30 is fairly steep for something that's bound to give me problems that I have no reason to expect they'll feel like solving.

Because, aside even the «not native» issue, they can't provide actual support, and there are no guarantees that it would keep working in the future ?

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

#282
post #279

Earlier quoted context omitted.

It's less a question of balance and more a question of whether the feature actually properly fits the rest of the game. Factorio is designed around the attack waves being a motivator to get better tech quickly - you want to bee-line flame turrets and develop the tech to get self-refilling turrets and self-repairing walls... In satisfactory the enemies only exist to gate off certain map areas and they do that very poo…

If they wanted combat to be a thing, they could use it as a gate - "You can't build here, enemies are nearby". I think they could actually make combat a fun part of exploration in that way, by giving you a limited area you can build in initially and giving you rewards in new buildable land from combat. It would vastly change the game, though, which is perhaps not a bad thing.

I think a big problem you'll hit here is that a large number of gamers are generalists - we enjoy playing a variety of games and have a variety of skills accumulated from that experience. That means that the FPS portions of the game are either going to match our challenge level and discourage factory builder specialists or it's going to be extremely underwhelming for FPS players. Factory builder specialists - those folks who absolutely adore DSP and Factorio but who, when dealing with the threats in Factorio, leverage creeping turret walls and artillery to clear the creep and who try and avoid fighting on foot outside of the very earliest game stages.

Building multi-genre games is a really hard problem.

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

#283
post #282

Earlier quoted context omitted.

If they wanted combat to be a thing, they could use it as a gate - "You can't build here, enemies are nearby". I think they could actually make combat a fun part of exploration in that way, by giving you a limited area you can build in initially and giving you rewards in new buildable land from combat. It would vastly change the game, though, which is perhaps not a bad thing.

I think a big problem you'll hit here is that a large number of gamers are generalists - we enjoy playing a variety of games and have a variety of skills accumulated from that experience. That means that the FPS portions of the game are either going to match our challenge level and discourage factory builder specialists or it's going to be extremely underwhelming for FPS players. Factory builder specialists - those f…

That's why Factorio has a Death World game preset (self-explanatory) and a Rail World game preset (which among other things, makes it so that enemies never expand and never attack you first).

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

#284

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…

>"As a former game engine developer, my advice is that with both DirectX and OpenGL there is generally only "one right way" to do certain things such as managing a swap chain. Yet, somehow, game developers manage to get this consistently wrong and never seem to test/fix it. >Test, test, test! Plug in multiple monitors. With different resolutions. Drag your game around between them. Try laptops with hybrid (NVIDIA+Int…

I’ve played three Unity games recently and one had working vsync and two (including this one) didn’t. I suspect that there’s some trick to making it work properly that’s poorly documented. That, or the “get started with Unity” sample gets it wrong and everyone just blindly copies it.

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

#285

Earlier quoted context omitted.

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

Like it was mentioned earlier, yes M1 kicked off for one year all the others in terms of performance - but hey, now we have 12th gen Intel Core H-series processors which have caught up (and overtook already from what I've seen in benchmarks) Apple's M-serie processors.

They are far from catching up in power usage which is what matter for laptops. 5 hour battery life and loud fans does not seem like a very good price to pay for a hypothetically 10% faster cpu.

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

#286

Earlier quoted context omitted.

We do use Unity that does lots of heavy lifting for you regarding porting to other platforms. However, it's not always that easy as checking a box. For example some shader optimizations may be specific to DirectX. File system works differently (no "User/Documents" on Mac). Or issues with native libraries. Our game does work on Linux Proton though, that was a surprise to us.

Proton with DV9K is - for a few games - faster than native windows. I don't fully understand it, but apparently the process of automatically rewriting shaders from DX to Vulcan can speed things up.

I think you mean DXVK.

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

#288

Earlier quoted context omitted.

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.

No, better to give the choice to "exit" or "save and exit".

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

#289
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…

Own island + trading would be great. You could end up having an island that "specialises" on a certain comodity and trading with other players.
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