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Planets³, an Open-World Voxel-Based rpg

thepicrain.com

61–70 of 72 posts

Re: Planets³, an Open-World Voxel-Based rpg

#61
post #57

Cool concept. But I think showing beautiful concept art is a big no when the actual gameplay looks like this: http://www.planets-cube.com/img/website/FR/ScreenIG_full_rez... Now people will be disappointed.

Well it's a lot harder to sell a Minecraft clone than it is to sell the next generation of the genre.

Re: Planets³, an Open-World Voxel-Based rpg

#62
post #51

What I find really interesting is how boxel games immediately get a lot of attention: it effectively comes down to a lot of a lot of solid material you get to dig through (and place). Crafting etc. is honestly flavor because Minecraft's creative mode does as well as its survival mode. Combine that with the notion of wide expanses of nothing (space) and people really start paying attention. Add a treadmill (RPG) to th…

They are the epitome of open world. Honestly, though, I haven't found one that gets the immersion right. Minecraft is too schizophrenic and sparse on features, Terraria was really good about this but only 2D and also more of an RPG. King Athur's Gold is purely about environment interaction.

I'd like to see a game that properly develops the non-block mechanics for the world in a consistent fashion.

Re: Planets³, an Open-World Voxel-Based rpg

#64

The 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…

I don't know about most game kickstarters because I tend to ignore them, but this one has some very good prep work done, good concept, nice tech demos (video, but whatever), and superb artwork. But then the initial funding goal of $250,000 makes no sense to me. The people involved are clearly capable enough to earn $75k/year in Massachusetts, probably a lot more. Given the costs of developing something like this you'd burn through $250k in nothing flat. What then?

Now if this were two guys saying they could get the game rough and ready in one year, I'd be more convinced. But they have a lot of mouths to feed.

Or maybe if they're all in art school or something.

They need to be more concrete about their plan. If it's "we will make this thing or die trying, and we'll ship in one year and we're eating ramen until we ship" then it might be convincing. But it seems too polished for that, so I'm thinking this is a hobby, and they'll take the $250k and diddle around for three years.

But they're not even going to get $250k at this rate so it's all academic.

Re: Planets³, an Open-World Voxel-Based rpg

#65
post #22

Earlier quoted context omitted.

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…

Echo this 100%. I am in the same boat. Anybody can put up pretty pictures. If the project fails, it brings disrepute to the whole indie gamedev community. Life is already too hard.

Life is incredibly easy for indie game devs today. There are markets; it's reasonably transparent; and you have insanely good tools available for free or cheap (Unity 3D for goodness' sake -- in 1997 we paid $5k to rent a rudimentary 3d game engine to build an alpha demo, and it was C++ or go f--k yourself. Serious engines cost six figures plus a significant percentage of back end. Something not nearly as good as Blender cost $5000/seat in 2005.)

Because of this, competition is fierce. But competition is fierce for web developers too, and we all seem to be doing OK.

Suck it up, build a playable alpha, and then look for funding.

Re: Planets³, an Open-World Voxel-Based rpg

#66
post #62
post #51

What I find really interesting is how boxel games immediately get a lot of attention: it effectively comes down to a lot of a lot of solid material you get to dig through (and place). Crafting etc. is honestly flavor because Minecraft's creative mode does as well as its survival mode. Combine that with the notion of wide expanses of nothing (space) and people really start paying attention. Add a treadmill (RPG) to th…

They are the epitome of open world. Honestly, though, I haven't found one that gets the immersion right. Minecraft is too schizophrenic and sparse on features, Terraria was really good about this but only 2D and also more of an RPG. King Athur's Gold is purely about environment interaction. I'd like to see a game that properly develops the non-block mechanics for the world in a consistent fashion.

Dwarf Fortress? http://www.bay12games.com/dwarves/

Re: Planets³, an Open-World Voxel-Based rpg

#67

Earlier quoted context omitted.

Echo this 100%. I am in the same boat. Anybody can put up pretty pictures. If the project fails, it brings disrepute to the whole indie gamedev community. Life is already too hard.

Life is incredibly easy for indie game devs today. There are markets; it's reasonably transparent; and you have insanely good tools available for free or cheap (Unity 3D for goodness' sake -- in 1997 we paid $5k to rent a rudimentary 3d game engine to build an alpha demo, and it was C++ or go f--k yourself. Serious engines cost six figures plus a significant percentage of back end. Something not nearly as good as Ble…

One: this post is insanely douchey. Chill.

Two: it's much harder for a game developer than a web developer. (I do both.) Game development is much, much more like doing a soup-to-nuts startup than it is "a web developer", the demand is in aggregate much lower than the supply, and with entire segments of the market you can't even seriously playtest something for viability until you've basically built the damn thing. (So if you don't care much about the social space or something easily done with a tool like Unity, I hope you like sunk costs.) I'm going to have spent over a full year building out a vertical slice of this game and I can do so because I both enjoy the genre and have that kind of time and money to throw around.

There is no good way to compare "a web developer" and an indie game developer and you should kind of be embarrassed for trying to light up the guy you replied to when you haven't the foggiest.

Re: Planets³, an Open-World Voxel-Based rpg

#68
post #67

Earlier quoted context omitted.

Life is incredibly easy for indie game devs today. There are markets; it's reasonably transparent; and you have insanely good tools available for free or cheap (Unity 3D for goodness' sake -- in 1997 we paid $5k to rent a rudimentary 3d game engine to build an alpha demo, and it was C++ or go f--k yourself. Serious engines cost six figures plus a significant percentage of back end. Something not nearly as good as Ble…

One: this post is insanely douchey. Chill. Two: it's much harder for a game developer than a web developer. (I do both.) Game development is much, much more like doing a soup-to-nuts startup than it is "a web developer", the demand is in aggregate much lower than the supply, and with entire segments of the market you can't even seriously playtest something for viability until you've basically built the damn thing. (S…

How long have you worked as A) a game developer and B) a web developer?

Purely curiosity.

Re: Planets³, an Open-World Voxel-Based rpg

#69
post #52

Beefsack, PC means....PC ;)

Well, in my 30ish years of using computers, the PC has run the following operating systems (not a complete list):

CP/M

DOS versions 1 through 7ish

Windows 16bit on top of DOS

Windows 32bit on top of DOS

OS/2

SCO UNIX

Linux

Minix

Mac OS

QNX

Windows NT

Windows 2000

Mac OSX

Windows XP

Windows Vista

Windows 7

Windows 8

All of the above run on a PC, so... Please take off your marketing hat and put on your hat that allows rational thought and answer without the smarm.

Re: Planets³, an Open-World Voxel-Based rpg

#70
post #67

Earlier quoted context omitted.

Life is incredibly easy for indie game devs today. There are markets; it's reasonably transparent; and you have insanely good tools available for free or cheap (Unity 3D for goodness' sake -- in 1997 we paid $5k to rent a rudimentary 3d game engine to build an alpha demo, and it was C++ or go f--k yourself. Serious engines cost six figures plus a significant percentage of back end. Something not nearly as good as Ble…

One: this post is insanely douchey. Chill. Two: it's much harder for a game developer than a web developer. (I do both.) Game development is much, much more like doing a soup-to-nuts startup than it is "a web developer", the demand is in aggregate much lower than the supply, and with entire segments of the market you can't even seriously playtest something for viability until you've basically built the damn thing. (S…

"Life is already too hard"

Indie game development is like starting your own rock band. It's a hit-driven business. If you aren't doing it for fun then do something else. And it's easier to make games and make money from them today than at any time in the past. If you fail, it's because your game sucked or you were insufficiently lucky. The odds are against you, but hey, you can always make a living as a web developer.

I say this as someone who has developed and released multiple games soup-to-nuts and works as a web developer.

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