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iliketrains
searching PlanetScale…
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31.
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by
iliketrains
4y ago
Thanks! I'd say that the most important "resource" is dedication. Anything else is just matter of doing it until it works. We've been chipping away for so many years without an end in sight and if just one of us gave up,
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iliketrains
4y ago
I've replied in sibling: https://news.ycombinator.com/item?id=31590353
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iliketrains
4y ago
Multiplayer is a big topic and it is obviously on our minds. The big questions is what type of multiplayer would be the best for this kind of game? Would it be coop where each player would start on their corner of the map? Or would it be sh
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iliketrains
4y ago
Thanks for your support! I hope you will enjoy the game!
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iliketrains
4y ago
Thanks! I have heard that it works on Proton just fine, but your mileage may vary. We just didn't have time to test things. We need to get Linux and Mac machines and test things thoroughly before claiming official support.
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by
iliketrains
4y ago
Unfortunately we haven't tapped into these topics. We used to have a mechanic based on worker skill level, universities, etc, but that was just not working well for us. The game is already quite hard and we didn't want to add more
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iliketrains
4y ago
Thank you for suggesting this! I think that there are some gems in the code that are worth sharing with the world. I hope to be able to find some free time to do so!
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iliketrains
4y ago
I remember writing some GPU instancing optimization that had #ifdef for DirectX 11+, but that code is old. Now I've learned how to go without it. It's just all those small things that has to be right to make it work cross platform
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iliketrains
4y ago
Nice! I was not aware that Unreal has C# support. Making Unreal rendering layer would obviously be a huge task. Our current solution is overfit to Unity since the separation was done for ease of development and testing, not for support of d
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by
iliketrains
4y ago
Yes, multiple, three stayed with us for more than a year and are mentioned in Credits. Initially, we asked them to do things "realistically", but not looking too brand new. Eventually, we had a good set of models that we could use
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iliketrains
4y ago
It is basically a big rendering library, providing C# APIs for rendering and sound. It also packages all assets, and can be used as editor.
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by
iliketrains
4y ago
Answer in sibling: https://news.ycombinator.com/item?id=31587686 The trailer does have a sound, it's narrated. You need to enable it or just watch in on YouTube: https://youtu.be/U0d7z2sBr-4
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iliketrains
4y ago
Honest answer: I have never played Prison architect. Do you see any similarities?
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iliketrains
4y ago
> How did you handle it between money, work and your spare time? That was hard, basically nearly no spare time. For some time I was also working part-time. > Are you happy with your work work life balance? Until now there was unfortun
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by
iliketrains
4y ago
Thank you! Answers in a sibling: https://news.ycombinator.com/item?id=31588018 PS: There is a time-lapse recording functionality in the game, I am hoping as players get more comfortable, they will make some awesome timelaps
46.
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by
iliketrains
4y ago
Thanks! The inspiration is a complex topic, I am sure that many games affected my decisions but it was more like making a game that I want to play that does not exist. I wanted to mine ore with excavators and see the land disappear. Also, r
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iliketrains
4y ago
Haha, not really. But there is mod support, so technically yes!
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iliketrains
4y ago
That is true, but I am not even sure you can cover it all with factory before you computer melts down (and the FPS goes to single-digits). We need to invest a lot more work to optimizations before making larger maps. You can actually increa
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iliketrains
4y ago
Nice! I will definitely watch the talk and take a look at your example! Thanks!
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iliketrains
4y ago
Aww, thanks! We heard lots of feedback about tutorials and it is our priority to improve them. > My only request would be to make it so you can click on a product and have it take you to the recipes involving it. Try right-click! > I
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iliketrains
4y ago
Thank you! 1. All 3D assets and music was done by our contractors. All paid work. On average, one model is probably around $500. 2. C#. We both were familiar with it and it is a great language. Lots of nice features, easy to work with, lots
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iliketrains
4y ago
Thank you! Trucks not needing roads was actually our "feature". You just build things and logistics network will figure things out. This goes hand-in-hand with the free-form mining (also our big feature), since that would be impos
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iliketrains
4y ago
Thanks! We use C#. The game simulation is running in a custom engine and rendering is done by Unity3D (they are completely decoupled, sim has no Unity dependencies).
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iliketrains
4y ago
We do use Unity that does lots of heavy lifting for you regarding porting to other platforms. However, it's not always that easy as checking a box. For example some shader optimizations may be specific to DirectX. File system works dif
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iliketrains
4y ago
Thank you! I think that our game is way more "constraining" your growth than Factorio. Let me explain. First, you need people to man your machines and vehicles. You need to first get your workers somewhere (takes time) and also ta
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iliketrains
4y ago
Thanks and sorry for no Mac support. The hard truth is that Mac users represents less than 1% of our potential user base and it is hard to justify the time to support Mac. We are planning to revisit this decision soon and see how much effor
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iliketrains
4y ago
Thanks! I haven't found any good game-dev-related Discord servers. You could try r/gamedev. Retarding "the leap", I was around 5 years in before quitting (crazy, I know!). I've had saved up enough for 2-3 years with
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Show HN: A friend and I spent 6 years making a simulation game, finally released
1157 points
by
iliketrains
4y ago
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279 comments
59.
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by
iliketrains
4y ago
To be honest, I find Photoshop to be not so good for many use cases. Gimp is not ideal, but I use it much more often. Like alpha channel editing? Absolute nightmare in Photoshop. In gimp it is just another channel and I can apply curves or
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by
iliketrains
4y ago
Thanks! We use custom engine written in C# for simulation and Unity 3D for rendering. The game simulation can run without Unity. Our "team" is tiny, it's just two of us. We've been working on it past 6 years as a hobby p
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