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

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

#52
Woah! AWESOME! You actually MADE all that? That's the ambitious kinda stuff I only manage to dream about. But you actually BUILT that stuff! Major Kudos! :D

Please put it up on github! I am sure there's a ton of stuff we could all learn from it, not to mention we'd love to help, pushing the project closer to completion.

(Unless of course you plan on putting the game on a market place and earning money from it)

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

#57

Earlier quoted context omitted.

What is Terraria a clone of?

I guess minecraft.

Terraria takes inspiration from Minecraft, but it is not a clone of it.

Zynga's "The Ville" is a clone, for reference. [1] Terraria is what happens when a dev sees a neat game mechanic and thinks "Oh wow, I know what I can do with that" and extends it, which is to be embraced. It's how whole genres are launched and how we got some of the greatest games in the industry.

1) http://www.forbes.com/sites/erikkain/2012/08/10/clone-wars-z...

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

#59
post #54

Earlier quoted context omitted.

I guess minecraft.

Which itself clones many attributes from dwarf fortress. Frankly, if they are fun games and "different enough" then I don't care.

Minecraft is a clone and evolution of Infiniminer.

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

#60

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 spec…

Intersection tests mainly, I'm sure the reason is buried somewhere in the devlog. At the same time it looked like complex dynamic machines (with pistons, pivots and other parts) were also going to be a priority. It was definitely worth the extra effort, and I still have plans for simpler machines, rope-style bridges with connected parts, and more complex monsters which will no doubt have constraints between their par…

Not to mention helps you solve some more advanced problems like tunneling and collision resolution with no extra effort. I think it was a very smart choice to use Box2D rather then rolling your own solution.
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