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Cosmoteer is a really great game, I had lots of fun building railgun ships and trying to cut opponents in half, or killing people in a hail of missiles. It's go
by gridspy 7y ago
Cosmoteer is a really great game, I had lots of fun building railgun ships and trying to cut opponents in half, or killing people in a hail of missiles. It's good fun trying to design the optimal ship and I like how building a powerful ship naturally leads to your ship being vulnerable.
I'm working on a game that is a little more "Space Factory" and a little less "Space Combat" oriented because I'm always the guy building the asteroid mining ships. So it's really great to see space games like ours getting some love on HN.
https://twitter.com/RecallSingular1/ https://twitter.com/RecallSingular1/
Pretty early days yet. Using Godot and Rust for game dev, it's good fun so far. Hit me up if you have any questions.
Be sure to wishlist Cosmoteer on steam. Lets help our fellow indie devs.
https://store.steampowered.com/app/799600/Cosmoteer_Starship_Architect__Commander/ https://store.steampowered.com/app/799600/Cosmoteer_Starship...
- ra1n85 7y agoI didn’t know Godot supported Rust. How has the experience been? Have you tried any other game engines?
- gridspy 7y agoReally positive, since I love Rust very very much. It's great to have modern conveniences but insanely fast and safe. I switch between developing a pure simulation framework and working in Godot. The sim is 100% rust and then I have another crate which binds with Godot. There I can concentrate on updating the scene tree based on the simulation. Since only the simulation needs to be synchronized for multiplayer I expect this will work better long term. I use these opensource bindings https://github.com/GodotNativeTools/godot-rust https://github.com/GodotNativeTools/godot-rust - Godot supports dynamically loading your game code in a DLL - Called "GDNative" - so you can use any compiled language. For an old discussion of my Godot pros/cons see this post on Reddit. The community stepped forward and was very supportive, so I have decided to stay. https://www.reddit.com/r/godot/comments/ch1xsx/i_might_switch_to_unity3d_heres_why/ https://www.reddit.com/r/godot/comments/ch1xsx/i_might_switc... I have also tried unity, I wrote a Rust chess AI against it for the "four kings one war" variant. My experience with Rust in Unity was more painful. For instance you need to restart the unity editor to reload the DLL. It crashes painfully often. Loading and switching targets can be very slow, etc. https://www.reddit.com/r/rust/comments/c0e5yf/i_created_a_rust_chess_ai_for_16x16_variant_4k1w/ https://www.reddit.com/r/rust/comments/c0e5yf/i_created_a_ru... However, the Unity game itself works very well now and the rust story was very very good. Building on Mac after building on PC was trivial - it just worked. Setting up a new dev machine was just checkout, rustup, cargo test - it just worked. Getting things to look nice in Godot is trivial. I really just set up basic lighting, ticked some boxes and imported some basic meshes from Blender. I'm only getting started and I think my screenshots look quite nice :D
- robterrell 7y agoDid you try doing your Rust dev on Mac? I've built Unity plugins in Rust and have been able to load and unload them without crashes, but I've only tried on a Mac.
- gridspy 7y agoIt is possible that the choice of Unity version was a factor here. We were using quite an old version of Unity. It might also be because I was loading the DLL "manually" from C# - a fully fledged plugin might work better.
- gridspy 7y agoUPDATE: This inspired me to finally write something more long-form: https://medium.com/@recallsingularity/how-i-use-rust-and-godot-to-explore-space-806bb810e950 https://medium.com/@recallsingularity/how-i-use-rust-and-god...
- canadaduane 7y agoIt's great to see these technologies coming together. Thanks for writing this!
- alexanderdmitri 7y agoGreat write up, now I'm inspired!
- gridspy 7y agoHoray! All it takes is a few hours every few days. You'll look back and say -- Wow! I made that!
- aeneasmackenzie 7y agoHow does your game contrast with factorio?
- gridspy 7y agoMetal / resource patches are asteroids. Mining outposts are small ships, which are automated to carry or transfer resources. Your main factory is a space station. Or perhaps a mother-ship. Internally each ship is kind of like a small factory, similar but different from Factorio. Hopefully I can achieve similar depth. Ships can be piloted, controlled like an RTS or automated.
- aeneasmackenzie 7y agoSounds like it has potential. Please consider ensuring everything but a very few tasks can be automated (e.g. in factorio the only thing you can't do is place trains).