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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

#61

Earlier quoted context omitted.

Thanks, glad you've liked it. Yeah I know this isn't really HN material and my game is fairly niche already. Nevertheless it seems there are some gamedev people on here, which is great to see. :)

Honestly, I think this is HN material. You built something awesome, that at least should inspire others here to get cranking on some of their own, "crazy" ideas. This looks great. I wish you the best with Moonman.

Thanks!

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

#62

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)

Ha, thanks, yeah it's taken a while, and I took a lot of wrong turns. The game is commercial and so closed source, as I'm trying to turn this into a paid day job. And besides, my code is dense and horrible. ;)

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

#65
post #27

Been following Moonman for 2 years :) I am a relatively quiet lurker on TIGSource but I can't wait until Moonman is finally out (as in.. out out). The playable demos so far have been amazing. Unfortunately, the start-up community is more cynical than the indie gaming one (blah blah Terraria clone). But, I for one, wish you good luck sir! I love the indie community because it fosters creativity over success; the proce…

> The realism on HN keeps me grounded but the naivete on TIG keeps me dreaming

Spot on! Balance is key :)

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

#66

Earlier quoted context omitted.

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.

Those aren't advanced problems in most tile based platformers. It's pretty easy to solve tunneling by making sure you check every tile along your movement path for objects that try to move through more than one tile in a frame. Collision resolution is also simple in most platformers, clamp to the tile edge you intersect with and set velocity to zero.

OP gave solid reasons for using Box2D though (machines, rope bridges, fast spatial tests).

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

#67

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)

Ha, thanks, yeah it's taken a while, and I took a lot of wrong turns. The game is commercial and so closed source, as I'm trying to turn this into a paid day job. And besides, my code is dense and horrible. ;)

Sigh... You can open source it and turn it into a paid day job. No one is going to not pay you because the code's available.

That said, 2D Minecraft? Hell. Yes.

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

#68
post #42
post #27

Been following Moonman for 2 years :) I am a relatively quiet lurker on TIGSource but I can't wait until Moonman is finally out (as in.. out out). The playable demos so far have been amazing. Unfortunately, the start-up community is more cynical than the indie gaming one (blah blah Terraria clone). But, I for one, wish you good luck sir! I love the indie community because it fosters creativity over success; the proce…

Terraria is a clone itself. Also it's probably a separate genre already.

Similarly to the startup community, where everything's been done, "clones" are OK in this sense. Dissimilarly, you don't have to be the best with an indie game, you just have to have some fans.

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

#69
post #54

Earlier quoted context omitted.

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.

Notch has stated that he originally wanted a game like Dwarf Fortress in tone before he stumbled upon Infiniminer[1]. I think you are right in that it's more correct to say Minecraft is a clone and evolution of Infiniminer, but was heavily inspired by Dwarf Fortress.

  [1]: http://arstechnica.com/gaming/2010/09/building-a-hit-one-block-at-a-time-the-creation-of-minecraft/

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

#70

Wow, hadn't seen http://www.tigsource.com/ nor its forums before! Is it the place to unveil your indie hobby games once they become big and playable?

Great website. They used to update news way more often but for a year or so now it's been more an active community than a frontpage.
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