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I'm 2 years into development of my sandbox game, Moonman

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11–20 of 73 posts

Re: I'm 2 years into development of my sandbox game, Moonman

#11
post #8

Thanks guys. Sorry about the server crash! Follow me at https://twitter.com/eigenbom for news about the game in future. [D:]

At ~1:58 [0] there is what looks like a piece of pie in the dirt near Moonman. Is that an homage to Dan Piraro's Bizarro comic? He hides a piece of pie in every comic.

[0] in this video from a sibling comment: http://www.youtube.com/watch?v=lna75hti3jM

Re: I'm 2 years into development of my sandbox game, Moonman

#12
As someone who tried repeatedly to make a game but never finished (or came as far as you have), I can only congratulate you on doing better.

I could only see the video on youtube as the site is down, but it looks a lot like a "2D Minecraft". Not that that's a bad thing, but a lot of people will dismiss it because of this. Do you have any plans of expanding the gameplay into a direction different from Minecraft?

Re: I'm 2 years into development of my sandbox game, Moonman

#16
post #8

Thanks guys. Sorry about the server crash! Follow me at https://twitter.com/eigenbom for news about the game in future. [D:]

At ~1:58 [0] there is what looks like a piece of pie in the dirt near Moonman. Is that an homage to Dan Piraro's Bizarro comic? He hides a piece of pie in every comic. [0] in this video from a sibling comment: http://www.youtube.com/watch?v=lna75hti3jM

Heh, yeah it's a pie, but I've never heard of Bizarro. I was playing Fable 2 once, in which you can dig up pies, and my wife commented on how ridiculous that was. So the pie is an homage to her.

Re: I'm 2 years into development of my sandbox game, Moonman

#17
post #12

As someone who tried repeatedly to make a game but never finished (or came as far as you have), I can only congratulate you on doing better. I could only see the video on youtube as the site is down, but it looks a lot like a "2D Minecraft". Not that that's a bad thing, but a lot of people will dismiss it because of this. Do you have any plans of expanding the gameplay into a direction different from Minecraft?

The mining and crafting is like the bread and butter of this genre, which I'm happy to call minecraft-like. I'm inspired by the traditional rogue-likes (like nethack) and modern ones (like brogue), so I hope to bring elements of those into the game. Procedural quests, ancient machines, and richer landscapes are also priorities.

Re: I'm 2 years into development of my sandbox game, Moonman

#18
post #12

As someone who tried repeatedly to make a game but never finished (or came as far as you have), I can only congratulate you on doing better. I could only see the video on youtube as the site is down, but it looks a lot like a "2D Minecraft". Not that that's a bad thing, but a lot of people will dismiss it because of this. Do you have any plans of expanding the gameplay into a direction different from Minecraft?

Going off the youtube link in the hackernews discussion since the website is down, this seems to have exactly the same mechanics as Terraria.

I'm curious to see if there's anything differentiating this game from Terraria.

Re: I'm 2 years into development of my sandbox game, Moonman

#19
post #12

As someone who tried repeatedly to make a game but never finished (or came as far as you have), I can only congratulate you on doing better. I could only see the video on youtube as the site is down, but it looks a lot like a "2D Minecraft". Not that that's a bad thing, but a lot of people will dismiss it because of this. Do you have any plans of expanding the gameplay into a direction different from Minecraft?

To me it looks like a pretty straight clone of Terraria and that game was a commercial success.

Personally I didn't like Terraria though. Way too simple for my taste.

Re: I'm 2 years into development of my sandbox game, Moonman

#20
I find it interesting that you took the classic advice of "just use Box2D" for a 2D platformer and it worked well for you. It doesn't seem like your game using anything much more complex than basic box vs. tile grid collision and doesn't use any of the advanced features of Box2D. No complex constraints, rigid body usage seems simple or non-existent, etc. I could be completely wrong about that though, this is all speculation based on the video and your devlog.

What kind of issues were you running into with implementing tile based collision? Was it intersection tests with slopes? Performance issues? Stability (crashes)?

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