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I might just be working on your dream game: http://www.voxelquest.com http://www.voxelquest.com Of course, whether or not I will ever get even close to finish
by gavanwoolery 14y ago
I might just be working on your dream game:
http://www.voxelquest.com http://www.voxelquest.com
Of course, whether or not I will ever get even close to finishing it is another question. :)
- creamyhorror 14y agoIt worries me that you're writing your own game engine. Makes me think you might be working on this project for another decade or more ;) Then again, you might succeed like Eskil Steenberg did, after 4 years of effort: http://www.gamasutra.com/view/news/27871/Interview_Eskil_Steenberg_Explains_What_Makes_LOVE_Different.php http://www.gamasutra.com/view/news/27871/Interview_Eskil_Ste... I hope you succeed despite your extensive goals (building a deduction engine in AI?). Really, I'd be happy just to play multiplayer in a fairly self-running world that's perhaps more user-friendly than LOVE. I definitely think multiplayer will attract more interest to your game. If you haven't come across it, another HN user shared his UO-inspired project, First Earth. It has more of a focus on allowing a natural player economy to emerge, and the client is built in Unity. As someone who never experienced the glory of UO, I'm waiting to give it a spin. http://firstearthgame.com/ http://firstearthgame.com/
- gavanwoolery 14y agoYeah writing my own engine was a hard decision. On one hand, I hate writing boiler-plate code, but on the other I have become so used to it at this point that I can whip up a basic rendering engine in a few weeks (the most recent iteration of my engine was written in two weeks of free time, in about 80 hours). I have wanted to use existing engines like Unity, but I have found that they pigeon-hole you into a specific type of industry-standard workflow that is not really good for me (for example I do not use any external assets, everything is generated in-engine since I am not a very good artist). That said, I'm just kind of taking everything one step at a time. When Minecraft was first released, it was just a simple block-based world editor; I intend to release the simplest thing I can first and work from there. As for the AI, it is easier than it might seem to implement and I am not doing anything that novel (primarily the deduction is based off of languages like Prolog); I have implemented basic (test-based) prototypes in the past and I am pretty happy with the results so far. I'll have to check out First Earth; as for multiplayer, I am prioritizing it last - not because I do not love a good multiplayer game, but because it is the one thing I can safely remove and still have a fun (enough) game while greatly reducing complexity. Thanks for your thoughtful insights. :)