0x10c
#1 Senior Moderators - Reputation: 4722
Posted 07 April 2012 - 09:35 AM
Mostly, I'm sad that I'm not the one developing it. There's been a half-finished design document for a very similar concept lying on my hard drive for the past couple of years. *sighs*
I'm curious however, whether you think that there is a market for a game that seems to consist heavily of assembly programming an emulated CPU? I know that many players of MineCraft/Dwarf Fortress/LittleBigPlanet build the most crazily elaborate mechanisms (pretty sure I've seen a CPU emulator in at least one of the above). But technical skills on that level can't actually be a majority of the player base. Can they?
Tristam MacDonald - SDE @ Amazon - swiftcoding [Need to sync your files via the cloud? | Need affordable web hosting?]
#2 Moderators - Reputation: 4991
Posted 07 April 2012 - 09:47 AM
I'm interested to see how well this game does. To me, it's immensely appealing, but to my Minecraft-playing nephews, it's "meh". But then, they fall firmly in the "riding pigs" camp.
#3 Members - Reputation: 1000
Posted 07 April 2012 - 09:48 AM
Normal people like building mechanics out of components and stuff (i think), but if you know how something like that works, you can get as much fun out of it and it will probably be a lot simpler and cheaper to run.
Also it will get more people interested in programming, which probably is good (dem doing awesome stuff i wanted to do after 10 years >:c).
inb4MinecraftEmulatorInDCPU-16orWhateverItWasWith8BitRedstoneComputerRunningPong
I wonder if there will be player communication, allowing us to design fancy encrypted communication protocols, create an internet and hack into our enemies systems.
#4 Members - Reputation: 2441
Posted 07 April 2012 - 10:00 AM
It's kind of annoying that if I develop it now I'm going to look unoriginal.
#5 Members - Reputation: 784
Posted 07 April 2012 - 10:28 AM
I don't know about general appeal, but personally I'm interested in where this is going.
#6 Members - Reputation: 1000
Posted 07 April 2012 - 10:42 AM
Im making a game where you can build machines out of components. Though its complex so im not sure if itll ever get done (i couldnt figure out a simpler game idea that would give me motivation :c)I've been contemplating a ship-building game for a while now. I considered allowing players to write scripts to drive behaviors, but I was more interested in developing components and letting players put them into their ship.
It's kind of annoying that if I develop it now I'm going to look unoriginal.
It also should have editable terrain... The components are going to be ones that input and output stuff (which might be transferred into lets say thrust if the output isnt connected to an input) Like a processor would take in a large amount of signals and output something, and a motor would take in energy of some sort and output torque into a joint component.
The aim is to make a playground where you can do anything, with some form of multiplayer (probably just for friends as i think i need to trust the clients for computing the components and stuff
#7 Senior Moderators - Reputation: 4722
Posted 07 April 2012 - 10:55 AM
Mine was a tad more specific than that.I also have some old code/design ideas that sound somewhat similar to this idea - although I'm not really clear on what exactly the gameplay would be from the description. Is this the type of game that all programmers have thought about creating, but never got around to it?
Early designs called for a scriptable 'data core' at the heart of each ship, which could be controlled via a (visual drag-n-drop) scripting language to modify AI behaviour and communication protocols, simple firewalls, etc.
Plus I have already implemented landing on planetary surfaces, basic space combat, etc. - not that I'm ever likely to finish said game, but c'est le vie.
Tristam MacDonald - SDE @ Amazon - swiftcoding [Need to sync your files via the cloud? | Need affordable web hosting?]
#8 Members - Reputation: 784
Posted 07 April 2012 - 11:16 AM
Mine was a tad more specific than that.
Yeah, I had never gotten over the preliminary hump of actually designing the language, but I did have a fairly fleshed out idea of ship design and combat mechanics (which were inspired by the old Traveler and Star Frontiers rpgs). This was many years ago, though, and I'd never revisited the project since. Also, being just an armchair programmer myself, it would surely be much too big of a bite for me to take on.
#9 Crossbones+ - Reputation: 3502
Posted 08 April 2012 - 12:55 AM
but c'est la vie.
I agree, only a few select people will be either able or willing to take advantage of the CPU emulator (few people have the knowledge, few people have the experience, and even fewer people have both - and then how many of this crowd will actually be playing the game?). But I suppose you'll see websites such as "planet0x10c.net" (or maybe universe instead of planet) pop up which will offer downloads for stuff other people have done, so it will probably work out well in the end.
Of course, it depends how ubiquitous the CPU emulator is in the game. I mean in Minecraft redstone wasn't everywhere and you could get by without using it or just using it to power a dumb iron door in the simplest way possible, so it made it possible for a large audience to play the game without being reminded every second how much of the game they are missing (which would probably be a turn-off for many people)
#10 Members - Reputation: 3677
Posted 08 April 2012 - 05:22 AM
I've been contemplating a ship-building game for a while now. I considered allowing players to write scripts to drive behaviors, but I was more interested in developing components and letting players put them into their ship.
It's kind of annoying that if I develop it now I'm going to look unoriginal.
Hehe, i've had the same idea aswell, its not an easy one to implement though (Takes alot of work) and might possibly only have a niche appeal so the financial success of it is questionable (as with all "new" ideas). Most aspects of 0x10c have been done before though, (It sounds a bit like a cross between Space Rangers and ATRobots) so its not really groundbreaking in any way. (It might become the first game with a programming element to really hit the mainstream market though)
The voices in my head may not be real, but they have some good ideas!
#12 Moderators - Reputation: 5415
Posted 08 April 2012 - 11:52 AM
Maybe that will be a new market that emerges from this game: freelance programmers-for-hire to make you an awesome spaceship program.
#13 Senior Moderators - Reputation: 4722
Posted 08 April 2012 - 02:30 PM
It will take a whole week for someone to produce a compiler for this...I think someone would have to pay me a lot of money for me to want to crank out some 16-bit assembly that gets uploaded on virtual floppy discs.
Tristam MacDonald - SDE @ Amazon - swiftcoding [Need to sync your files via the cloud? | Need affordable web hosting?]
#15 Members - Reputation: 996
Posted 09 April 2012 - 07:55 PM
Yeep, I can see python-to-0x10c
Wouldn't surprise me at all.
c++ to 0x10c coming out after some time.
Possible, but a lot more work. C++ is notoriously difficult to parse.
#16 GDNet+ - Reputation: 1710
Posted 10 April 2012 - 01:30 AM
100% agreed. Me and a friend tried to design a graphical scripting system (similar in concept to hydraulics and Abstract Shade Trees) in the past. We didn't have the time to make it work, much less to develop the world running around it.Mostly, I'm sad that I'm not the one developing it. There's been a half-finished design document for a very similar concept lying on my hard drive for the past couple of years. *sighs*
I think this is very hardcore. I still don't understand why someone would want to spend his time this way when he can learn something real instead. Such as a real language in this case. Or a proper DCC tool. ?_?
#17 Moderators - Reputation: 13458
Posted 10 April 2012 - 02:35 AM
I'm not sure why... but it is a form of 'play'.I think this is very hardcore. I still don't understand why someone would want to spend his time this way when he can learn something real instead. Such as a real language in this case. Or a proper DCC tool. ?_?
In Minecraft when I discovered redstone wires, I spent a whole day building a tape-deck large enough to encode the string "Welcome! ", a motor to rotate the tape, a 4x3 pixel LCD to display the scrolling text, and a 3x3 pixel font... It was a really useless exercise (like everything in Minecraft
If you translate this experience over to a multiplayer world where these creations are actually useful to gameplay, I imagine it's only going to work better. If there's the option to trade in-game currency/items with other player in exchange for their programs, then the small group of players who do find this fun will have even more incentive to build these contraptions.
#18 Members - Reputation: 3677
Posted 10 April 2012 - 03:16 AM
I still don't understand why someone would want to spend his time this way when he can learn something real instead. Such as a real language in this case. Or a proper DCC tool. ?_?
Most of the problem solving skills transfer between fields, things aren't worthless just because they are learned in the context of a game and learning programming in the context of a game can be alot more fun than doing it the traditional way, as this will use a low level language players will learn how to break a problem down into extremely tiny chunks which is a very valuable skill to have even when doing high level programming(Breaking down a big problem into small chunks isn't all that different from breaking down a small problem into instructionsized chunks).
The voices in my head may not be real, but they have some good ideas!
#19 Crossbones+ - Reputation: 3502
Posted 10 April 2012 - 03:32 AM
See I was thinking the other day about some kind of concept where you actually script your own AI, e.g. you control a bunch of characters and you can script their own individual AI using some kind of language (like choose a default target, what do to if the healer is being attacked, and being able to communicate with the other character's AI's and giving/receiving orders, etc...). Kind of like robocode but less academic.I think this is very hardcore. I still don't understand why someone would want to spend his time this way when he can learn something real instead. Such as a real language in this case. Or a proper DCC tool. ?_?
Perhaps playing such a game would encourage some people to actually give a shot at learning programming? I don't know, it was just an idea floating in the back of my head... it's probably been done before (as 99% of ideas have) but it may have some educational value even if there's no business profit in it. Many people don't realize they have a talent until they're inadvertently drawn into it.
#20 Members - Reputation: 760
Posted 10 April 2012 - 03:42 AM
Also: I totally had the idea to program components and build space ships from it too






