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In Topic: Alternative minecraft
10 November 2012 - 05:50 PM
I resumed the project after 3 months of finding sense of this game, but I finally decided to write it. The reason is: Mobile Platforms. I've seen minecraft for mobile, xBox and PC are three diffrent games, which makes dev. of 'em 3 times slower and incompatibility. When I was about to leave this project i "accidentally" built and tested the game on Android and....it worked fine with 16x16 chunks on 50FPS (and my phone isn't high-end). It seemed impossible. so if I wrote this game for android it'd has a chance of being successful (lukily there aren't much games this kind on Google Play YET). And then by a few clicks I would get a version for PC, Mac and iPhone. All the versions would be the same (except input) so the games would be compatibile with each other.
I've already got a new version (with huge changes - human mob, grass, simple terrain generator, etc.). I'll place it here on 2012-11-11. Do you think, people would like my game (assuming multiple platforms, high performance and lack of all java error stuff like in minecraft)?
In Topic: Alternative minecraft
10 August 2012 - 01:37 PM
I think the major issue is everybody knowsn Minecraft so they do like people do with MMO's and WOW. Everybody thinks the defining game of MMO's would be WoW. I would argue that WoW has done some amazing things and obviously have won over the majority of the public but it is not the best game to play for an MMO experience nor is it the most fun. It is, however, the most professional quality for the ones that are out there ( tera and guildwars 2 have some seriously good possibilities though )
Point is, voxel based games were around long before minecraft ever existed. Minecraft is simply the one that made it big. There is thousands of things you could do to make minecraft better; thus the reason why there is over 1000 mods for the game. To simply suggest that the game is perfect as is really shows your own ignorance and borderlines on the term "fanboy". I have a personal stock in this fight because my game is a voxel based game. We are taking the core aspects of building and placing blocks but that does not make my game a minecraft clone. The premise of my game is 100% different from that of minecraft ( which if you wanted to argue had 0 until they added the bs "the end" ). On top of that the code for minecraft can very much be improved. Unique features as well as untouched modding possibility are very much open to new development.
Having stated this, the download link the OP provided does not have anything of real worth just yet. Perhaps in a later stage of development there will be more than just placing blocks... who are we to tell him that he should not work on this further. I say more power to you, just try and branch away from the normal minecraft setup.
I've read a bit of your blog. You have never used word like minecraft there. Perhaps you're right that if my game has a voxel world like in Minecraft it is NOT minecraft. I'll try thinking that way and maybe some people will play my it.
All truth about the game idea:
When first played minecraft, I immediatelly wanted to make such a game, but develop it in way I want.
I was thinking about original idea for months, but I didn't find anything. Developing such a game became an obsession.
Finally I decided to created sth. like minecraft classic and then think again how to develop it.
What do you think?
In Topic: Alternative minecraft
31 July 2012 - 04:07 AM
Unity do not detects collissions with back faces!
Solutions I tried:
- Changing Left/Back/Bottom face with Roght/Front/Top face of the next block. - Not working
Is there a way to turn it off?
In Topic: Alternative minecraft
22 July 2012 - 01:01 PM
NOTE: Loading could be relatively slower.
View distances: Normal 24x24 576 chunks, Double-small 16x16 256 chunks.
Have a nice time playing around with this game! (Because it's already a game!)
VG16x16DoubleSmall.rar 6.1MB
27 downloads
VG24x24Normal.rar 6.1MB
58 downloads
In Topic: Alternative minecraft
22 July 2012 - 08:41 AM
- Added player psyhics
- Repaired mesh bugs on chunks' borders
- General code cleanup. Unfortunately it made game load 3s slower, but with old code, I'd simply get lost after adding 10+ kinds of blocks
- Scripts can now handle any block shape. (Dirt is going to be smoother. )
- Added temp. skybox (Sky is going to be a shere around player, that moves with him and rotates slowly, so that there will be day and night.)
- Defined view distances: Tiny - 4x4, Short - 8x8, Double-short - 16x16, Normal 24x24 (possibly 26x26), Far 32x32 (Yes far version will now contain 1024 chunks instead of 900)
- Added some more ambient light, so that there isn't such contrast between top face and side face
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