• ShovelAndAxe - My Game
    45 replies, posted
[B]ShovelAndAxe[/B] is a game I've been working on for some time now. It will be a survival and exploration based game - Think DayZ and Minecraft mixed up. I'm really dedicated to this game but I need your guys help: I've started an Indiegogo campaign for the game to purchase better tools [B][url]http://www.indiegogo.com/projects/shovelandaxe-survival-game/x/5904393[/url][/B] [IMG]http://images.indiegogo.com/medias/1178983/pictures/full/20131228132023-Banner.png[/IMG] The game is made in the Torque3D MIT game engine and I've been enjoying its ease of use so far. The game is slowly gaining features. Here's some of the current stuff: - Full 20KM map, which equals to 400 square KM - Full forests, which I plan to add some variety towards - Day and Night cycles - Oceans with some pretty decent looking water - Some static buildings which will eventually make up a town - Multiplayer support - Functional GUIs Upcoming Stuff: - Harvestable resources, like logs, stones, dirt etc.. - Buildable structures - This is what I want to expand greatly on - Animals and small plants which can also be harvested - Crafting system, which will tie in with the building - Inventory system and clothing That's all for now, but I will post any appropriate updates. Oh yeah, have this picture: [IMG]http://i.imgur.com/IZs2RDp.jpg[/IMG]
Should be in the rust thread forum
[QUOTE=jessem3;43364815]Should be in the rust thread forum[/QUOTE] The thing is, just because a game has similar mechanics to another, doesn't make it a clone. I could call Rust a clone of DayZ seeing as DayZ also has construction factors. Also, you don't realize how hurtful comments like that are.
it looks good so far, but if you haven't considered it before, you should look into making everything procedural, like minecraft, or kinda semi-procedural, like starbound (everyone uses the same, gigantic map (which is still procedural but everyone uses the same seed), but starts in a different part of it). I'm a huge fan of everything procedural, and if you can generate everything good enough it can really really add to the experience.
[QUOTE=SamuelRowe;43364921]The thing is, just because a game has similar mechanics to another, doesn't make it a clone. I could call Rust a clone of DayZ seeing as DayZ also has construction factors. Also, you don't realize how hurtful comments like that are.[/QUOTE] Can we build like modern cities/towns? I always wanted something like Minecraft, but to be able to create structures without doing them in big blocks
[QUOTE=Mr. Agree;43365024]Can we build like modern cities/towns? I always wanted something like Minecraft, but to be able to create structures without doing them in big blocks[/QUOTE] So basically SimCity + Minecraft? That sounds radical.
Name an item/city based on my name and I'll think about crowdfunding you
[QUOTE=PortalGod;43365006]it looks good so far, but if you haven't considered it before, you should look into making everything procedural, like minecraft, or kinda semi-procedural, like starbound (everyone uses the same, gigantic map (which is still procedural but everyone uses the same seed), but starts in a different part of it). I'm a huge fan of everything procedural, and if you can generate everything good enough it can really really add to the experience.[/QUOTE] What is defined as procedural for you? Cause I'm unable to make the map procedural, but I'll try have a look at procedural buildings via modular parts. Also [QUOTE]Can we build like modern cities/towns? I always wanted something like Minecraft, but to be able to create structures without doing them in big blocks [/QUOTE] I'll definitely have a look at this since it gives the impression of 'reestablished' and 'clean'. [editline]31st December 2013[/editline] [QUOTE=lac1994;43365059]Name an item/city based on my name and I'll think about crowdfunding you[/QUOTE] Lactic acid!
[QUOTE=SamuelRowe;43365094]What is defined as procedural for you? Cause I'm unable to make the map procedural, but I'll try have a look at procedural buildings via modular parts. [/QUOTE] Correct me if I'm wrong, but procedural generation is when the world is generated on the fly as you progress towards the borders of a chunk and random generation is when everything is generated (Randomly) once and is defined by a set boundary.
[QUOTE=Framperton;43365252]Correct me if I'm wrong, but procedural generation is when the world is generated on the fly as you progress towards the borders of a chunk and random generation is when everything is generated (Randomly) once and is defined by a set boundary.[/QUOTE] Oh okay, thanks for the clarification. I guess I'll have to [I]randomize[/I] the buildings.
[QUOTE=SamuelRowe;43365094]What is defined as procedural for you? Cause I'm unable to make the map procedural, but I'll try have a look at procedural buildings via modular parts.[/QUOTE] why can't you make it procedural? anything can be generated if you spend enough time on the generator [QUOTE=Framperton;43365252]Correct me if I'm wrong, but procedural generation is when the world is generated on the fly as you progress towards the borders of a chunk and random generation is when everything is generated (Randomly) once and is defined by a set boundary.[/QUOTE] procedural isn't necessarily doing it in game, it refers to anything that's made with a program/algorithm of some sort rather than by hand, so you're example of random generation would be procedural too
Alright alright I removed it.
[QUOTE=GHOST!!!!;43366128]Alright alright I removed it.[/QUOTE] Thanks. [editline]31st December 2013[/editline] [QUOTE=PortalGod;43365985]why can't you make it procedural? anything can be generated if you spend enough time on the generator procedural isn't necessarily doing it in game, it refers to anything that's made with a program/algorithm of some sort rather than by hand, so you're example of random generation would be procedural too[/QUOTE] I guess the map is procedural then. I generated it with L3DT
[QUOTE=SamuelRowe;43366287]Thanks. [editline]31st December 2013[/editline] I guess the map is procedural then. I generated it with L3DT[/QUOTE] I think what'll be the big question is if the map can be made in real time, a la minecraft. Is the game voxel based? It doesn't look like it, and the value of converting it is debatable.
Not Voxel, but the engine is open source, so it is possible.
[quote] Think DayZ and Minecraft mixed up [/quote] In what way ? Seems like bullshit to grab some kids money. Your game seems more related to Wurm Online than DayZ or Minecraft. And by the way you explain things on your Indiegogo page, you don't look too sure about your project.
Could tunneling and terraforming be added at some point? Vehicles? And just how fast and easy is advancing in this game? (err, will be, sounds like you have a multiplayer terrain and little else right now.) Is it going to be painstaking and long to get settled in like Wurm or relatively quick and easy, like rust?
[QUOTE=Muthenfrucheir;43367236]Could tunneling and terraforming be added at some point? Vehicles? And just how fast and easy is advancing in this game? (err, will be, sounds like you have a multiplayer terrain and little else right now.) Is it going to be painstaking and long to get settled in like Wurm or relatively quick and easy, like rust?[/QUOTE] I'm not too sure about terraforming, but I think there's some resource somewhere for it. And advancing should be casual pace thing. Like grad this, that, make something etc. I never liked the length in which progression took place in Wurm so I'm trying to simplify that.
You're using Unity correct?
i just wanted to say thanks for spamming my thread history with dumbs. rofl
This looks pretty generic, especially with the influx of survival games with the exact same list of features so why am I going to be bothered to give you any money when I could buy Rust or DayZ in a years time when they release properly and in the mean time I get to play about in them.
[QUOTE=Mr. Agree;43365024]Can we build like modern cities/towns? I always wanted something like Minecraft, but to be able to create structures without doing them in big blocks[/QUOTE] I think there was a Half-Life 2 modification that had something like that. You kinda just built with whatever. Forgot the name though.
I think this would have been a better place for the thread [url]http://facepunch.com/forumdisplay.php?f=240[/url] Also i wouldn't mind you posting progress on this in WAYWO [url]http://facepunch.com/showthread.php?t=1330406&page=38[/url] Really nice job so far.
[QUOTE=littlefoot;43367572]I think there was a Half-Life 2 modification that had something like that. You kinda just built with whatever. Forgot the name though.[/QUOTE] JBMod.
Guys, I need brutal and honest feedback on this. What do I need to do to make it unique?
[QUOTE=SamuelRowe;43371815]Guys, I need brutal and honest feedback on this. What do I need to do to make it unique?[/QUOTE] The only thing that will make it unique will take lots or programming. You'll have to do things, the other games couldn't. So basically, your concept in it's entirety needs to be unique.
[QUOTE=rovar;43373171]The only thing that will make it unique will take lots or programming. You'll have to do things, the other games couldn't. So basically, your concept in it's entirety needs to be unique.[/QUOTE] So an example would be like, changing the game graphics so it's constantly in sepia etc?
[QUOTE=SamuelRowe;43373395]So an example would be like, changing the game graphics so it's constantly in sepia etc?[/QUOTE] An example is doing something that's not this at all.
[QUOTE=SamuelRowe;43373395]So an example would be like, changing the game graphics so it's constantly in sepia etc?[/QUOTE] this idea is really bad uniqueness comes from fun and challenging gameplay elements, not from gimmicky things like post processing filters who would play a wurm ripoff without terrain deformation and a sepia pp effect? you need to have a goal, an idea, and go for that, and flesh out the game in the process
It's always funny how someone is actually out there trying something meanwhile OP gets spammed with pessimistic little bitches that would rather flame than give feedback or just not say anything at all. Stay pessimistic. It's easier to hate on things than it is to actually do something.
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