Earlier quoted context omitted.
I'm not conflating those things. You don't have to be Richard Garriott to be credible. Why even mention the guy? The only way you can be him is if you have decades of published games, it's not useful advice for people who are relatively unknown.
You don't have to be Garriott to be credible, but he is credible. Because he has a track record. If they do have a track record of building quality projects (and they say they do), they aren't substantiating it. See the problem? I don't have a shipped-product track record, so I'm going to have a playable vertical slice--not a complete game, not narrative-based, but a demonstration that our features are already workin…
Planets³, an Open-World Voxel-Based rpg
41–50 of 72 posts
Re: Planets³, an Open-World Voxel-Based rpg
#42Re: Planets³, an Open-World Voxel-Based rpg
#43Good luck though, it looks like a good idea and I like what I see thus far.
Re: Planets³, an Open-World Voxel-Based rpg
#44Ah man what a beautiful looking idea. Too bad I've been burned so many times that I'll never pay for an 'alpha' or 'beta' game again, let alone a kickstarter for one.
What are some examples for Kickstarter vaporware you donated for?
Fast-forward four years and the author posts occasional Kickstarter updates about unrelated iOS games he's published and that the promised game is now "11% complete". His explanation is that the fine print of his Kickstarter proposal included "other IF work", but reading backers' comments [2] as early as 2011, you can tell that people felt mislead.
[1] https://www.kickstarter.com/projects/zarf/hadean-lands-inter...
[2] https://www.kickstarter.com/projects/zarf/hadean-lands-inter...
Re: Planets³, an Open-World Voxel-Based rpg
#45Ah man what a beautiful looking idea. Too bad I've been burned so many times that I'll never pay for an 'alpha' or 'beta' game again, let alone a kickstarter for one.
What are some examples for Kickstarter vaporware you donated for?
Lots of pretty graphics from an unknown team that hasn't been tested.
From my experience, the difference between teams like this that failed and the other newcomer teams that succeeded are that the teams that eventually delivered had a working demo or prototype that was downloadable.
Re: Planets³, an Open-World Voxel-Based rpg
#46This looks like a better version of Minecraft. Probably the final product won't be on the same level of polish and constant updates.
It looks like a better version of minecraft that will probably melt my computer down into slag. Hopefully they keep low system requirements in mind during development; minecraft has benefited greatly from that.
Minecraft's system requirements remain low because the engine doesn't do a hell of a lot, which is good because it really...can't.
Re: Planets³, an Open-World Voxel-Based rpg
#47The budget does not look realistic. It's possible they have some incredibly talented coder who can build the damn thing single-handed (a la Minecraft) but this is unlikely, and failing that I just don't see this ever shipping. Good luck though, it looks like a good idea and I like what I see thus far.
Re: Planets³, an Open-World Voxel-Based rpg
#48The budget does not look realistic. It's possible they have some incredibly talented coder who can build the damn thing single-handed (a la Minecraft) but this is unlikely, and failing that I just don't see this ever shipping. Good luck though, it looks like a good idea and I like what I see thus far.
This sounds like most video game Kickstarters. Unfortunately backers often have different expectations of how much a game should cost than developers. There have been many Kickstarter projects where, if you realistically look at team size and development time you can figure out that the project doesn't have enough money to pay all team members a living wage, even if you're assuming they can live on minimum wage. I gu…
Re: Planets³, an Open-World Voxel-Based rpg
#49Re: Planets³, an Open-World Voxel-Based rpg
#50Earlier quoted context omitted.
I don't know how they plan to handle it. In a similar game I've worked on (unpublished) gravity is handled like our universe, but with a bias toward the three orthogonal axis. This leaves you feeling like a 2d world on the faces, but as you approach to edges you begin to lean into them until you are "standing on the peak of the roof" at the edge, continuing brings you upright on the next face. A coefficient governs t…
You could probably avoid bugs at the center of planets by simply having an small cube of unmineable material surrounding them (like minecraft's bedrock).