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 process over the end result. Unlike the start-up community (where the exit is what really matters). I dabble in both. The realism on HN keeps me grounded but the naivete on TIG keeps me dreaming.
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. :)
As someone who tried repeatedly to make a game but never finished (or came as far as you have), I can only congratulate you on doing better.
I could only see the video on youtube as the site is down, but it looks a lot like a "2D Minecraft". Not that that's a bad thing, but a lot of people will dismiss it because of this. Do you have any plans of expanding the gameplay into a direction different from Minecraft?
The mining and crafting is like the bread and butter of this genre, which I'm happy to call minecraft-like. I'm inspired by the traditional rogue-likes (like nethack) and modern ones (like brogue), so I hope to bring elements of those into the game. Procedural quests, ancient machines, and richer landscapes are also priorities.
If anything, it seems similar to Terraria. I'm not going to call it a clone because I personally find the term derogatory. I'd rather call it a 2D platform sandbox game that has similarities to Terraria but still unique.
A clone of Minecraft in my books is more FortressCraft / UberBlox / Manic_Digger.
Congratulations to the OP though. Overall looks pretty good.
I find it interesting that you took the classic advice of "just use Box2D" for a 2D platformer and it worked well for you. It doesn't seem like your game using anything much more complex than basic box vs. tile grid collision and doesn't use any of the advanced features of Box2D. No complex constraints, rigid body usage seems simple or non-existent, etc. I could be completely wrong about that though, this is all speculation based on the video and your devlog.
What kind of issues were you running into with implementing tile based collision? Was it intersection tests with slopes? Performance issues? Stability (crashes)?
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 parts.
In addition Box2D has given me super quick spatial tests, which I use for melee, mouse-picking, and ray-casts for the particle system (which is a quick custom built thing).
Is there a standard FOSS world generating library for use in video games? I.e., one that would generate the right kind of 2D and 3D noise, average it out according to parameters, apply "biome" tags to regions, create underground tunnels, etc.? These tasks are probably typical enough that most games need not reimplement them.
At ~1:58 [0] there is what looks like a piece of pie in the dirt near Moonman. Is that an homage to Dan Piraro's Bizarro comic? He hides a piece of pie in every comic.
Looks very cool - I love the idea of a deep platformer. I personally feel that (first-person) 3D is way overused, 'because we can', when it usually restricts rather than enhances gameplay.
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. ;)
Cool. I was considering making something like this a few months ago. Didn't know Moonman existed. Now I'll just remove that idea from my list and wait for you to finish it so I can play ;)
[+] [-] dvt|12 years ago|reply
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 process over the end result. Unlike the start-up community (where the exit is what really matters). I dabble in both. The realism on HN keeps me grounded but the naivete on TIG keeps me dreaming.
[+] [-] eigenbom|12 years ago|reply
[+] [-] jlebron2|12 years ago|reply
Spot on! Balance is key :)
[+] [-] CmonDev|12 years ago|reply
[+] [-] sspiff|12 years ago|reply
I could only see the video on youtube as the site is down, but it looks a lot like a "2D Minecraft". Not that that's a bad thing, but a lot of people will dismiss it because of this. Do you have any plans of expanding the gameplay into a direction different from Minecraft?
[+] [-] eigenbom|12 years ago|reply
[+] [-] andrewb|12 years ago|reply
A clone of Minecraft in my books is more FortressCraft / UberBlox / Manic_Digger.
Congratulations to the OP though. Overall looks pretty good.
[+] [-] martian|12 years ago|reply
Another one I like is http://deepworldgame.com/
[+] [-] copx|12 years ago|reply
Personally I didn't like Terraria though. Way too simple for my taste.
[+] [-] candydance|12 years ago|reply
I'm curious to see if there's anything differentiating this game from Terraria.
[+] [-] Impossible|12 years ago|reply
What kind of issues were you running into with implementing tile based collision? Was it intersection tests with slopes? Performance issues? Stability (crashes)?
[+] [-] eigenbom|12 years ago|reply
In addition Box2D has given me super quick spatial tests, which I use for melee, mouse-picking, and ray-casts for the particle system (which is a quick custom built thing).
[+] [-] telephonetemp|12 years ago|reply
[+] [-] alx|12 years ago|reply
[+] [-] unknown|12 years ago|reply
[deleted]
[+] [-] dested|12 years ago|reply
[+] [-] eigenbom|12 years ago|reply
[D:]
[+] [-] jessedhillon|12 years ago|reply
[0] in this video from a sibling comment: http://www.youtube.com/watch?v=lna75hti3jM
[+] [-] willvarfar|12 years ago|reply
[+] [-] devindotcom|12 years ago|reply
[+] [-] wingerlang|12 years ago|reply
[+] [-] johnyzee|12 years ago|reply
[+] [-] xerophtye|12 years ago|reply
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)
[+] [-] eigenbom|12 years ago|reply
[+] [-] eigenbom|12 years ago|reply
[+] [-] voltagex_|12 years ago|reply
[+] [-] avgarrison|12 years ago|reply
[+] [-] mugenx86|12 years ago|reply
Sounds like an interesting game. Too bad I can't see any of the images.
[+] [-] mweibel|12 years ago|reply
[+] [-] mbel|12 years ago|reply
[0] http://forums.tigsource.com/index.php?topic=21997.0
[+] [-] ph4|12 years ago|reply
[+] [-] eigenbom|12 years ago|reply
[+] [-] babuskov|12 years ago|reply
[+] [-] eigenbom|12 years ago|reply
http://imgur.com/a/y7nC8
[+] [-] brokenparser|12 years ago|reply
[+] [-] progx|12 years ago|reply
[+] [-] zomgbbq|12 years ago|reply
[+] [-] phoyce|12 years ago|reply
[+] [-] tofof|12 years ago|reply
.... Not so much. More like a terraria clone set on an atari 2600.
Terraria devs, if you're listening - moon! Lunaria! It writes itself.
[+] [-] eigenbom|12 years ago|reply
Done ;)
[+] [-] James_Duval|12 years ago|reply
http://playstarbound.com/
[+] [-] CmonDev|12 years ago|reply
[+] [-] eigenbom|12 years ago|reply